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Combat JcE lors de l'avant-première de l'Alpha-1[2]

Le combat est le système le plus palpable du jeu. C'est la chose que vous allez expérimenter le plus souvent; et en dehors du système et des mécanismes qui vont être présentes dans l'entièreté des fonctionnalités de base du gameplay, le combat doit d'être réactif. Il ne doit pas donner un effet flottant. Il doit être ressenti comme mobile. Il faut que ce soit fluide. Il se doit de donner un sentiment de satisfaction. Le son, les effets, les animations, les types de compétences et toutes ces choses : tout cela est vraiment notre objectif pour affiner notre approche sur le combat dans Ashes of Creation.[3]Steven Sharif

Le combat dans Ashes of Creation se concentre sur la stratégie et la tactique.[4]

  • Il s'agit du système le plus palpable du jeu. Il se doit d'être ressenti comme réactif, mobile et fluide. Il se doit de donner un sentiment de satisfaction. [3]

Nous voulons que le combat soit engageant, amusant... Actuellement nous avons débuté le sprint vers la première phase de déploiement de l'Alpha-1, donc nous nous penchons vraiment sur l'aspect action du combat et nous développons des systèmes en ce sens. La raison pour laquelle nous faisons cela c'est parce que le tab-targeting (système de ciblage automatisé par la touche tab) est depuis très longtemps un élément de base aux MMORPG, même si maintenant il y a un grand intérêt pour l'action dans les MMORPG et qu'il y a eu des titres à succès orientés vers l'action, comme TERA et BDO. Nous voulons vraiment nous plonger pleinement dans ce développement pour comprendre davantage comment fusionner le tab-targeting et l'action-combat dans un même jeu, car ce sont deux styles de jeu très différents.[5]Steven Sharif

Un remaniment du système de combat sera déployé durant et après le test de l'Alpha-1.[6][7]

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[8].

Remaniement du système de combat

Aperçu du combat avec une arme de mêlée et la séparation du corps lors de l'Alpha 1 [9]

Je peux me déplacer tout en cognant ce gars. Je peux reculer puis continuer à l'attaquer. J'ai un contrôle total sur mon personnage lorsque j'attaque.[9]Steven Sharif

Un remaniement du système de combat sera déployé durant et après le test de l'Alpha 1 basé sur les commentaires des joueurs.[10][6][7]

  • L'objectif est de donner plus d'impact au joueur et de tendre vers un flux de combat plus fluide avec une plus grande mobilité lors de l'utilisation de capacités.[11][12]
  • Le système de combat hybride actuel va être conservé après le remaniement.[11]
  • Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[13]
  • Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[12]

Le remaniement du système de combat comprendra les animations de corps séparés, où le corps supérieure du personnage peut être verrouillé par l'animation des attaques de l'arme pendant que le corps inférieur est libre de continuer de se déplacer.[9][14][8]

Vous serez capable d'avancer tout en frappant avec votre arme; et cela vous permettra d'avoir un contrôle total sur votre arme lors des attaques de mêlées.[9]Steven Sharif

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[8]
Q: Au vu des récents retours, vers quelle direction tendez-vous concernant la séparation du corps contre l'immobilisation du mouvement ?
R: Nous nous dirigeons vers la séparation du corps.[15]Steven Sharif

Ciblage lors du combat

Démo de combat hybride en Alpha-1.[16]

Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[17]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[17][18]

  • 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.[19][11][16][20]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[17][16][20][21]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[22]
    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.[22]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.[17][16]
    • 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.[19][17]
    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.[19]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[17]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[16]
    • 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.[23]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[24]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[16][20] A tab-targeted ability requires a target in order to utilize that skill.[19][21]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[16]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[25]

Le combat hybride est en cours de test dans l'Alpha-1.[17][26]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[19][26][27]
    • 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.[27]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[28]

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.[27]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[29]

  • Dégâts.[29]
  • Temps de charge.[29]
  • Effets de CC (contrôles de foules).[29]
  • Temps de recharge.[30]
  • Consommation d’énergie.[30]
  • Coût d'utilisation.[30]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[31]

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.[29]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[30]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[30][27]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[30]

Targeted skills

Targeted skills require either a soft or hard locked target.[32][33]

  • Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[33].
  • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[34][33]
  • Targeted skills will be greyed out if the target is not within a valid range.[32]
  • The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[35]
Skill Icon Rank 1 Rank 2 Rank 3
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[36][37] - -
Barrage Barrage.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[38]
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[39][40]
Bless Weapon Bless Weapon.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[41][42]
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[43][44][45] - -
Condemn Condemn.png Stun target enemy for 3 seconds.[46][47]
Defiant Light Defiant Light.png Heal target ally for 50% of their maximum health over 10 seconds. If that target would receive fatal damage while under this effect, this effect is consumed and prevents that target's death, healing them for 25% of their maximum health instead.[48][49]
Deliverance Deliverance.png Held ability: Charges up healing energy that heals a target ally upon release, scaling in power the longer it is charged and the more % missing health of the target.[50][51]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time. Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[52] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[53][54] - -
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[55][56]
Judgment Judgment Icon2.png Cast a heal on target ally for a large amount of health. If this is cast on an enemy, it instead deals radiant damage to the target and applies 2 stacks of Burning.[57][58]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[59][60] - -
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[61][62][63]
Mend Mend.png Instantly launch a healing projectile toward target ally. Each charge of this ability consumed after the first has no mana cost, and restores an increasing amount of mana to the caster based on the number of missing charges. Consecutive uses of the ability will gain bonus healing.[64][65]
Protéger Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[66]
Quick Shot Quick Shot.png Ranged attack that applies a debuff to the target. Each additional quickshot against the same target does increasing damage but consumes one of three charges that regenerate over time.[67]
Resplendent Beam Resplendent Beam.png Held ability: Fire a beam of healing energy toward a target ally. Charging this spell allows the beam to bounce to up to 5 additional friendly targets closest to the original target, based on how long it was charged. The amount of healing is reduced for each subsequent target.[68][69]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]
Slam Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[70]
Slumber Slumber (Active).png 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.[71][72][73] - -
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[46][74]
Snipe Snipe.png A powerful charged attack.[75]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[76][77]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[78][79] An ally is defined as any non-combatant player or non-mob NPC.[80]

Templated skills

Templated skills allow blind firing (free aim) without a target while in action mode. If a player moves into the path of the attack they can be struck.[81][82][33]

One of the differences between tab and action combat mode is you can launch projectiles in action combat mode as a blind fire option, and if a target or if something moves in the way between the time of that projectile launching and impacting either its max distance, or a piece of terrain, or another target, it's possible that players might move into that projectile.[82]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[32]
If it is a templated ability, which means it's skill-based to use, you'll need to get a feel for those distances; and that's some skill-based learning where you get an idea for what those distances are. Some of those will have template indicators but they'll be very in-world and immersive. We're not utilizing more UI-centric looking indicators, but generally the AoE templates are meant to be skill-based.[32]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and inflicting snare to targets hit. Enemies already snared will become briefly rooted.[84] The root effect is nature based.[85]
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[86][87][88] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[86][89][90] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing ice damage and 1 Chilled stack to nearby enemies when triggered.[86][91][92] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[93][94]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[95][96]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[97] - -
Grapple GrappleIcon.png 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.[98][99]
Headshot Headshot.png Deals 175% physical damage to target enemy. Deals 50% bonus physical damage if the target is below 50% Santé. Cooldown is halved if it connects with a marked target. Cast time cut in half if fired within 2s of another projectile.[100]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[101]
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[61][62][63]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[102] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[103] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[104][105][106] Adds an extra meteor.[104][107] Adds an extra meteor.[104][107]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[108]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[109][105][110] Increased damage.[109][111] Snares hit targets.[109][112][111]
Raining Death Raining Death.png Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[113]
Shield Assault ShieldAssaultIcon.png 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.[114]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]
Snipe Snipe.png A powerful charged attack.[75]
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[115][105][116] Increased damage.[115][117] Now knocks down hit targets.[115][117]
Tremoring Bellow TremoringBellowIcon.png 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.[118]
Vine Field Vine Field.png Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than lOs of snare duration are rooted. This effect can only trigger once per target.[119]

Hitboxes

Les développeurs essayent différentes approches pour gérer les variations de masque de collision entre les races[120]

  • Il peut y avoir un masque de collision unique avec quelques exceptions ou certaines règles de collision spéciales à la place d'avoir différentes tailles de masques de collision.[120]

C'est plus que probable que nous ayons une sorte de masque de collision unique. Mais de nouveau, il y aura probablement un masque de collision unique avec quelques exceptions ou une sorte de règles spéciales pour les collisions, par opposition à en rendre certaines plus petites qu'une autre.[120]Jeffrey Bard

Il n'y a pas différentes catégories de masque de collision dans le MMORPG Ashes of Creation comme il pouvait avoir dans Ashes of Creation Apocalypse[120]

Nous n'avons pas de différentes catégories de masque de collision. Par exemple, il n'y a pas de tir à la tête dans le MMORPG comme il pouvait y avoir dans APOC. Par conséquence, d'un point de vue critique, vous n'aurez pas plus de risque de subir un coup critique à cause d'un masque de collision plus large.[120]Steven Sharif

Attaques directionnelles

Il y aura des attaques directionnelles (attaques de dos, attaques de flanc, attaques frontales) qui infligeront des dégâts supplémentaires selon la position d'origine de l'attaque.[121]

  • Les Voleurs auront généralement plus souvent recours à ce type d'attaque.[121]

Cleaving

Cône d'attaque des armes dans l'Alpha-1.[16]

Lorsque j'attaque je touche plusieurs de ces adversaires, et c'est important parce que toutes les armes, que vous soyez en mode réticule ou ciblage auront des attaque basées sur l'action. Pas des competences actives, mais des attaques d'arme.[16]Steven Sharif

Toutes les armes ont un Cône d'attaque frontal, que vous soyez en mode ciblage ou action.[16]

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.[16]Steven Sharif

Ceci est décrit comme une attaque d'arme et non une compétence active.[16]

Indirect fire skills

Alpha-2 Chain Lightning arcing around an environmental obstacle.[123]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[124][123][125]

  • This is a prototype concept that is subject to testing and balancing.[125]
  • A limited number of these may exist throughout different class kits.[125]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[124]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[43][44][45] - -

Durée pour tuer

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Le MMORPG Ashes of Creation aura une durée pour tuer quelqu'un d'environ 30 secondes à 1 minute.[126]

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.[128]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.[120][129][130]

Inspection de l'équipement / Évaluation de la menace

You decide to gank the player, but find out that you have been ambushed![134]

Players will have a buff on their nameplate that indicates the gear set they are wearing. Other players will be able to see this buff by targeting that player at a distance.[135][136][137]

You can target a player. You're going to see what type of armor they have based on a buff they have available to them because obviously cosmetics can change appearance. You might have different silhouettes as a result of that.[138]Steven Sharif
  • The border will indicate the level and quality of the tier set.[135][136][139]
  • The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[141]
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that, and that will be available.[137]Steven Sharif

Plaque nominative du personnage

Nameplate in the Alpha-2 party UI.[142]

The icon in the corner next to Steven's nameplate: that little icon is actually his secondary archetype that he hasn't unlocked.[143]Margaret Krohn

Alpha-2 nameplates, targeting plates, and raid frame UI.[144]

There have been some updates to a little bit of the nameplates that Colby and the UI team have implemented, as well as some of the targeting plates as well.[144]Steven Sharif

Nameplates are displayed above the head.[145]

  • Player character nameplates will have first, and optionally last name (surname).[145]
    • The name of the character's guild is displayed next to their name.[146]
    • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[147][148][149]
    • An icon will identify the character's class.[135]
    • Hovering over a player nameplate will show information such as level, class name, and archetype combo.[135]
    • A buff icon will indicate the character's gear and grade.[135][136][137]
  • The size and priority of nameplates will be relate to their distance (away from the camera).[150]
  • The visibility of nameplates can be obscured by in-game objects, such as trees; by utility skills, such as Camouflage or Stealth; or through the use of disguises.[151][152]
  • UI settings will enable nameplates to be hidden, resized, and customized.[153]
  • Summoner summons' creature type appears in the nameplate above the summon. This cannot be changed by the player.[154]
  • Mob nameplates will have indicators that identify resistances, buffs, end elite status.[155]
    • A star format may be utilized to indicate hit point allocation.[155]

Nameplates in the party UI indicate the player's choice of secondary archetype.[143]

  • A padlock icon indicates that the secondary archetype is not yet unlocked.[143]

Mobilité

Revamped Alpha-1 Mage Fireball ability.[12][7]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[12]Tradd Thompson

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.[156]Steven Sharif
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.[158]Steven Sharif
  • The ability to prone is not be in the game.[151][163]
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.[165]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.[166]Steven Sharif
info-orange.pngCette section contient des informations sur les premières phases de test. Il sera mis à jour dès que de nouvelles informations seront disponibles.
Skill Icon Rank 1 Rank 2 Rank 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and inflicting snare to targets hit. Enemies already snared will become briefly rooted.[84] The root effect is nature based.[85]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[167][168] - -
Caravan Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[169] - -
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[170] - -
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[171] - -
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[78][79] An ally is defined as any non-combatant player or non-mob NPC.[80]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[157]

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.[173]Steven Sharif

Déplacement du joueur

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[175]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[176]
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.[175]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[177]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[178]

Collision

There are player and spell collision mechanics in Ashes of Creation.[182]

  • 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.[183][182]

Esquiver

Esquiver in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[185][186][187]

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.[186]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.[191]

  • 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[192]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.[192]Steven Sharif

Animations

Alpha-2 work-in-progress combat animations and decals.[193]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[193]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[194]Keenan Reimer
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[195]Steven Sharif

Capacités de combat

The aspiration for combat is for abilities to have corresponding counter-play abilities.[197]

  • The goal is to have special animations for parrying, blocking and evading.[198]

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.[198]Jeffrey Bard

Basic attacks

Les attaques de base sont déclenchées pour l'arme primaire en appuyant sur Q ou le clic gauche de la souris (ces touches peuvent être réattribuées par le joueur).[34][200][201]

  • Les joueurs peuvent choisir quelle arme ils souhaitent utiliser en arme primaire pour les attaques de base.[34][200][202]
  • Chaque type d'arme a ses propres attaques de base.[62][63]
  • Les armes à distance peuvent tirer à l'aveugle sans avoir de cible.[83]
    • Si les joueurs sont en mode caméra active, et que leur viseur est sur la cible, ils pourront soft lock (verrouiller) cette cible, afin que leurs projectiles atteignent leur cible, si elle est à portée et dans le bon angle.[83]
quand vous utilisez l'attaque de base avec une arme, vous pouvez tirer à l'aveugle si l'arme est associée à un projectile, sans avoir de cible. De plus, si votre viseur en mode caméra active est sur une cible, vous verrouillerez cette cible, afin que vos projectiles atteignent leur cible, si elle est à portée et dans le bon angle.[83]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Longbow basic attack Bow basic attack.png A slower, powerful, longer range basic ranged attack. Tapping the basic attack button will shoot normally. Holding the basic attack button will charge the shot (and root the player) to cause added damage.[61][62][63]
Shortbow basic attack Bow basic attack.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[62][63]

Contrôle de foule

Contrôle de foule (CC/mezzing) abilities include root, snare, stun, sleep and slow.[205][197]

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.[197]Steven Sharif

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.[197]Jeffrey Bard

  • Soft CC's are in the tab-targeted abilities.[209]
  • 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.[210]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[211]
    • In current Alpha-1 testing mounts are not separate from the player.[211]

There's also going to be effects that just stun the mount or stun you on the mount.[211]Steven Sharif

info-orange.pngCette section contient des informations sur les premières phases de test. Il sera mis à jour dès que de nouvelles informations seront disponibles.
Skill Icon Rank 1 Rank 2 Rank 3
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and inflicting snare to targets hit. Enemies already snared will become briefly rooted.[84] The root effect is nature based.[85]
Ancestral Bolas 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.[213]
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[43][44][45] - -
Chains of Restraint Chains of Restraint Icon2.png 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.[214][215]
Condemn Condemn.png Stun target enemy for 3 seconds.[46][47]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[97] - -
Grapple GrappleIcon.png 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.[98][99]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png 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.[216]
Slam Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[70]
Slumber Slumber (Active).png 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.[71][72][73] - -
Tremoring Bellow TremoringBellowIcon.png 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.[118]

Interruptions

Abilities with a cast bar can be interrupted during the cast.[160]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Skill Icon Rank 1 Rank 2 Rank 3
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[217][105][218][219] Additional increased block chance.[217][219] The second attack knocks down enemies.[217][219]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[171] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[115][105][116] Increased damage.[115][117] Now knocks down hit targets.[115][117]

Capacités d'aggro

L’aggro (Menace/Haine) aura de l’importance dans le jeu.[220]

  • L’aggro est basé sur un taux de haine.[220]
Compétence Icône Rang 1 Rang 2 Rang 3
Ancestral Bolas 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.[213]
Grapple GrappleIcon.png 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.[98][99]
Hatred V Tank Ability Active.png Single target that adds hate.[221] Add a forced target lock.[221] Add hate over time per tick.[221]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[101]
Shield Assault ShieldAssaultIcon.png 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.[114]
Slam Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[70]

Interruption d'animation

Interruption d'animation will not be a combat mechanic in Ashes of Creation.[222][223]

Postures de combat

The use of weapon stances in game is likely.[224]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[225]

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.[226]Jeffrey Bard

AoE skills

AoE skills may have some form of diminishing returns that will be tuned based on testing and player feedback.[227]

We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[227]Steven Sharif
Skill Icon Rank 1 Rank 2 Rank 3
Aegis AegisIcon.png Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[228]
Air Strike Air Strike New.png Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and inflicting snare to targets hit. Enemies already snared will become briefly rooted.[84] The root effect is nature based.[85]
Ancestral Bolas 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.[213]
Black Hole Black Hole Icon.jpg Summon a black hole at the target location that reduces movement speed of enemies in the area.[229][105][230] Increased duration.[229][231] Explodes for area damage upon expiration.[229][231]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[86][89][90] - -
Chain Lightning Chain Lightning (Active).png Release a powerful streak of lightning that hits your primary target and then chains outward to all nearby enemies from that target, dealing lightning damage and applying 3 stacks of Electrified to each target hit.[43][44][45] - -
Communal Restoration Communal Restoration Icon2.png Restore health to all party members in range instantly, plus additional healing over time. Allies under the HoT also receive +10% maximum health for its duration.[232][233] This can overheal.[232]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing ice damage and 1 Chilled stack to nearby enemies when triggered.[86][91][92] - -
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[93][94]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[95][96]
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[97] - -
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[101]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[105][234][235] Increased damage. Increased duration.[234][107] Increased damage. Increased duration.[234][107]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[102] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[103] - -
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location.[104][105][106] Adds an extra meteor.[104][107] Adds an extra meteor.[104][107]
Prismatic Beam Prismatic Beam Icon.jpg Spawns a giant prismatic beam of energy that can be aimed around you. Deals large damage to enemy targets.[109][105][110] Increased damage.[109][111] Snares hit targets.[109][112][111]
Raining Death Raining Death.png Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[113]
Slumber Slumber (Active).png 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.[71][72][73] - -
Vine Field Vine Field.png Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than lOs of snare duration are rooted. This effect can only trigger once per target.[119]
Whirlwind Damages targets in range and applies a stagger effect.[236]

Compétences primaires

Preview des compétences primaires lors de l’Alpha-1.[105]

Qu’importe l’archétype secondaire que vous choisissez parmi les huit, vous recevrez un choix d’améliorations en adéquation avec l’idéal de base de cette classe. Vous savez comme le fait qu’un tank est le contrôleur du champ de bataille et doit survivre. Le mage d’infliger des dégâts, éléments et capacités dans ses AoEs. Le rogue d’être furtif et d’infliger des dégâts critiques. Ces améliorations vont donc pencher vers ces identités.[237]Steven Sharif

L'idée derrière le système est que vous contournez en quelque sorte la ligne à travers ces améliorations de votre rôle, n'est-ce pas. Nous avons la sainte trinité traditionnelle qui est présente dans les conceptions de classes des MMOs et souvent celles-ci n’en sont pas du tout déviées ou complètement déviées. L’amélioration consiste en quelque sorte à offrir un équilibre de ça où vous conservez toujours le semblant de ce système de trinité tout en offrant la possibilité de personnaliser votre expérience de jeu vers l'un des autres angles du triangle.[238]Steven Sharif

Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[171] Les joueurs peuvent personnaliser leurs compétences primaires avec des amélioration de compétences via leur | archétype secondaire.[239][171][240]

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.[241]Steven Sharif

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.[246]Steven Sharif
  • Choisir le même archétype primaire et secondaire accroît la focalisation sur cet archétype.[248]
  • 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.[249]
  • Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou supérieur.[251]
  • Certaines couleurs de sorts et FX généraux changent en fonction de l’amélioration.[252]
    • Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[253]

Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[254]

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.[254]Steven Sharif

Points de compétences

Early preview de l'interface utilisateur des compétences dans l'Alpha-1.[255]

C'est là que les joueurs attribuent des points de compétences à leurs compétences actives, leurs capacités passives - ce qui peut améliorer leur utilisation d'armes et d'armures et de régénération de santé et de statistiques passives et de trucs comme ça - mais du côté des armes, c'est là que vous allez vous spécialiser dans certains types de provocations basés sur des groupes d'armes. Nous avons donc un peu parlé de cela dans le passé : si vous avez une dague, les dagues pourront avoir une chance de provoquer un saignement sur votre attaque d'arme et cela fonctionnerait en synergie avec la capacité d'une compétence active comme disons Backstab qui fait plus dégâts si la cible est sous un effet de saignement. Nous avons également dit dans le passé que les joueurs pourront attribuer des points de compétence dans leurs compétences actives qui sont plus orientées vers le combat d'action ou le ciblage tab.[28]Steven Sharif

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.[256][257][258][259]

  • Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[259]
  • 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.[260]
  • Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[261]
  • Les améliorations ne coûtent pas de points de compétences [247]. Il était initialement prévu que certaines améliorations requerraient plus de dépenses, en matière de points de compétences. [246]

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.[3]Steven Sharif

Compétences actives

Les joueurs peuvent créer leurs personnages avec les compétences actives de leur choix sur leur barre d'action.[263][264]

Certaines personnes préfèrent avoir un nombre de barre d'action limité: ils n'ont pas forcément besoin d'avoir trois, quatre ou cinq barre d'action actives; Cependant certaines personnes aiment cela: Ils veulent avoir listé tous leurs objets leurs compétences, leurs montures, ainsi que tout ce avec quoi ils peuvent interagir, avec une icône[267]Steven Sharif
  • Les compétences ne seront pas directement données aux joueurs, en montant de niveau ils devront choisir lesquelles prendre.[271]
  • Il n'y aura pas de livres de compétence ou de mémorisation.[272]

Il y aura bien sûr plusieurs barres d'action disponibles, car vous aurez vos consommables, vos compétences actives, et autres. Mais la quantité de compétences actives ne va pas nécessairement surcharger le personnage et devenir inutile surtout à certains niveaux.[273]Steven Sharif

Compétences universelles

Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[188]

  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[190]
  • Universal skill progression may align with a player's passive skill tree.[188]
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.[188]Steven Sharif

Compétence ultime

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the Système de combo des armes.[274]

- None -

Compétences élémentaires

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[275]Steven Sharif

info-orange.pngCette section contient des informations sur les premières phases de test. Il sera mis à jour dès que de nouvelles informations seront disponibles.
Skill Icon Rank 1 Rank 2 Rank 3
Ball Lightning Lightning ball.png Creates a large ball of highly charged electricity that travels slowly forward, dealing rapid periodic lightning damage to enemies it overlaps with and applying 1 Electrified stack to targets with each hit.[86][87][88] - -
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Each shard impact deals ice damage in a small area around it. All enemies in the blizzard also acquire 1 stack of Chilled periodically. Activate the ability again to end the channel early.[86][89][90] - -
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying a stack of Chilled to each enemy hit. The blast also leaves behind a field of ice mines that explode on proximity contact, causing ice damage and 1 Chilled stack to nearby enemies when triggered.[86][91][92] - -
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[199][276] - -
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time. Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[52] - -
Fissure Mage Spell 7.png Calls forth a series of jagged spikes of earth in a line in front of the caster, dealing earth damage and applying two stacks of Earthen to each enemy hit along its path, and then launching them in the air.[97] - -
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[53][54] - -
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals area damage over time.[105][234][235] Increased damage. Increased duration.[234][107] Increased damage. Increased duration.[234][107]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[59][60] - -
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals fire damage to enemies per tick while periodically applying a stack of Burning to enemies within the area.[102] - -
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals major fire damage while knocking foes flying, and then continues to roll forward for its remaining distance, dealing additional fire damage while applying stacks of Burning to enemies along its path.[103] - -
Thundershock Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[115][105][116] Increased damage.[115][117] Now knocks down hit targets.[115][117]

Équilibrage

Les soixante-quatre (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne concerne que ces 8 archétypes primaires.[277][278]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations concerne les groupes de chacun des 8 archétypes primaires.[278]

Même si les améliorations changent radicalement les capacités de vos compétences actives, l'accent est toujours mis sur l'archétype de base lui-même et non sur les 64 classes entières.[277]Steven Sharif

Nous ne parlons pas vraiment de 64 vraies classes, nous parlons de huit classes avec 64 variantes...Il n'y a pas autant de variance entre les 64 classes qu'on pourrait s'y attendre. Ce n'est pas comme s'il y avait 64 versions différentes de... classes radicalement différentes.[277]Jeffrey Bard

L'équilibrage dans Ashes of Creation est axé sur le jeu en groupe et non sur le combat à 1 contre 1.[277][279]

Il y aura des affrontements à 1 contre 1 où une classe sera supérieure à une autre; et cela prendra la forme d'une dynamique de pierre-papier-ciseaux. Nous voulons qu'il y ait des contres-jeu entre les différentes classes... Au lieu de cela, ce sera un équilibre axé sur le groupe, où tant que la diversité des classes est présente, ce sera un terrain de jeu égal. Cela dépendra beaucoup des compétences et de la stratégie.[279]Steven Sharif

Certains archétypes secondaires sont capables de "combler le fossé" entre leur homologue.[280]

Certains archétypes sont capables de réduire l'écart entre leur homologue. Si je suis un archétype de Tank et qu'un Mage est mon contre, je peux prendre un secondaire Mage et en quelque sorte combler légèrement le fossé; et ensuite mouvoir mon identité très légèrement dans cette direction.[280]Steven Sharif

Le test de l'Alpha-1 se concentre initialement sur les fonctionnalités de base plutôt que sur l'équilibrage des combats.[8]

Rôles

Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[281][282]

Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[283]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[284][285][286][287][288][289][201][13][257][258][290][249][291] These synergies also apply to active skills from other characters.[284][256]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[284]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[292]Steven Sharif

Méta

L'efficacité des classes, des compétences et de l'équipement dépendra de l'adversaire ou de la rencontre. Il y aura des builds optimaux pour différents défis et niveaux de difficultés. Cette conception vise à éviter tout build méta évident ou universel dans Ashes of Creation.​[293]

  • L'augmentation des niveaux de difficulté inspire davantage une progression de puissance verticale traditionnelle qui est courante dans d'autres MMOs.[293]

Souvent, vous avez juste une échelle de puissance très verticale et cela détermine la chasse, mais lorsque vous avez une variété d'intérêts pour certains types d'adversaires et que cette variété change au fil du temps en raison de l'activité du joueur, cela affecte alors l'économie et le système d'artisan et qui produisait quoi pour quelle demande - et tout est chamboulé. C'est un environnement très amusant dans lequel exister. Il présente une situation plus dynamique plutôt qu'une sélection universelle.[293]Steven Sharif

Excès de puissance

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[294]

Système de combo des armes

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[54]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[54]Keenan Reimer

Work-in-progress Alpha-2 basic weapon attack combos.[295]

The ability for for a spell Caster or just any player with their archetype having the option to weave in-between those rotations and those spells and to create successful combinations within their kit that you amplify the DPS or the status conditions or the control effects, or whatever it is your is your end goal. Having a rotation that emphasizes your ability to succeed or fail in those combos I think is compelling from a gameplay perspective.[296]Steven Sharif

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[290], and Weapon use ability[297]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[288][290][298]

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.[201]Steven Sharif
The way that the weapon skill tree works is that at different stages of that combat montage you have available procs that can occur. The first swing might be a small stagger that decreases your opponent's accuracy by 15, that could be a proc that you could that you could spec into that decrease in accuracy- might be a status condition called stagger or bewildered or whatever- and that might exist for three or four seconds. Your second option from a skill tree perspective might be on the swing back. You have some type of tapering slow effect that lasts over three seconds- some type of tapering snare; and then the third step strike down might be some potential one second stun status modifier; and each of these you can spec into additional points to increase the chance that these proc.[201]Steven Sharif
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.[201]Steven Sharif
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.[201]
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.[201]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[203]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[203]
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.[290]Steven Sharif

Classes d'armes

In-game achievable weapons concept art.[300]

Les classes d'armes (également appelées "types d'armes" ou "groupes d'armes") dans Ashes of Creation.[13]

  • Armes contondantes
  • Armes tranchantes
  • Armes Perçantes

Changement d'armes

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[302]Steven Sharif
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[308]Steven Sharif

Mécaniques de raid

Boss fights will have fairly intricate mechanics.[314]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[314]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[316]Steven Sharif

Télégraphes

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[317]

  • Animation tells.
  • Templates.

Liste des boss de raid

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.

Mort du joueur

Mort du joueur in an open world dungeon in Alpha-1.[318]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[319]Steven Sharif

When a player dies they disintegrate into ash. The ashes contain any items lost by the player due to applicable death penalties.[320][321][322][323][324]

It might even be the case that their particular bag space doesn't have available location for a three-by-one log; and you're a lumberjack and they see you just chopping down these trees and you're like, there's no point in me engaging with this person, because I have nothing to gain due to my capacity.[328]Steven Sharif
  • There will be a period of time following a player's death before their mule despawns. Other players must kill that player's mule to be able to loot it.[329]
    • If the mule dies its corpse will contain the same percentage of lootable items according to the player's death penalties.[329][330]
  • Death by falling is possible.[334]
    • Fall damage that occurs while mounted will be first applied to the mount; and if the mount dies as a result, then the remaining damage may overflow onto the player, but this will be determined based on testing.[334]
  • Death by drowning is possible.[335][336]
    • Players that drown will respawn on shore.[335]

Death penalties

Death penalties (mostly) do not apply to objective-based PvP (also called sanctioned events).[352][353][354][355]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[355]Steven Sharif

Non-corrupt players suffer reduced death penalties in naval PvP (open seas) zones.[351]

  • These penalties will be less than those for a green player.[357]

Combat monté

Certaines montures auront des capacités de combat.[358][359][360]

  • Les joueurs ne pourront pas utilisés leurs capacités de classes pendant qu'ils chevauchent une monture.[359]
Les montures auront un nombre de capacités efficaces pour le pvp, certaines seront viables lors de rencontre de grandes ampleurs si elles sont utilisées de manière organisée.[361]Steven Sharif
  • Les montures auront des capacités de combat basés sur leurs lignées et leurs raretés. Il y aura aussi une part d'aléatoire dans les capacités de montures.[362]
    • Charger à travers les ennemis (pour les mettre au sol).[362]
    • Des capacités pour créer des lances pendant qu'on chevauche une monture sont étaient en discussion comme une potentielle idée de design.[362]
    • Des systèmes d'armes spécifiques pourront exister sur différents emplacements de chevauchement d'une montures de groupe.[363]

Les montures peuvent être tuées par les joueurs, but elles peuvent aussi être ramenées à la vie après une certaine période de temps.[364][365]

  • Les Potions obtenus au près des alchimistes pourront être utilisés pour réduire la période de temps.[366][364]
  • Les montures qui mouront un certains nombres de fois au cours d'une période donnée pourront gagner un débuff qui demandera alors une ressource différentes pour aider à leurs résurrections.[366]
  • Les dégâts de chute subis s'appliqueront d'abord à la monture, si vous en chevauchiez une au moment de la chute; si la monture meurt suite à ces dégâts, l'excès de dégâts sera alors transmis au joueur, mais cela reste à déterminer en fonction des tests à venir.[334]

Les montures pourront être ciblées de manière indépendante pendant qu'un joueur les chevauchent.[364]

  • Si un joueur meurt il y aura une période de temps avant que sa mule ne disparaisse. Les autres joueurs devront tuer la mule de ce joueur pour pouvoir récupérer le butin qu'elle contient.[329]
  • Si la mule d'un joueur meurt son cadavre contiendra le même pourcentage de butin récupérable que le joueur.[329][330]

Compétences et statistiques de monture

Capacité de monture de sprint du Corne-de-guerre royal.[367]

Toutes les montures possèderont différents types de capacités: Qu'elles soient utilitaires, de déplacement, ou des capacités de combat, comme le fait de pouvoir renverser ses ennemis en les chargeant. Tout cela dépendra juste du type de monture, et des capacités qui lui sont associées. C'est aussi un élément du système d'élevage, en créant ces montures, vous pouvez avoir des ensembles de compétences uniques qui leur sont associés, ce qui crée un système économique pour les types de montures et met une certaine pertinence sur la profession d'éleveur pour présenter des montures uniques.[211]Steven Sharif

Les montures auront différentes capacités, capacités utilitaires et statistiques qui seront basées sur la rareté et le niveau (tier) de la monture.[368][211][369]

  • Les capacités de monture offrirons une croissance de pouvoir vertical ou horizontal.[370]
Les montures de premier niveau aurons certaines capacités qui serons unique à ce niveau, et celle de deuxième niveau aurons certaines capacités qui leur sont aussi unique. Dans certain cas, ce serons des abilité de type horizontal, et dans d'autres ce sera une croissance de pouvoir de style vertical. Cela dépend simplement de la situation. C'est un élément situationnel. [370]Steven Sharif
  • Selon le choix de capacités, les montures pourront être utilisées comme des transports initiatiques, transports pour fuir, transports utilitaires, et des transports de traversées.[371][372]
    • Capacités de sauter.[371]
    • Capacités spécifiques aux terrains.[371]
    • Capacités de planer.[371]

Les montures ont évidemment de nombreuses utilisations différentes et cela permettra de leurs donner une identité propre à chacune en fonction de vos préférences, sans compter la sélection des capacités que vous pouvez choisir aussi. Par exemple, êtes vous du genre agressif, à prendre l'initiative du combat ? Ok alors dans ce cas vous choisirez probablement une monture qui sera capable de charger à travers les lignes ennemis et appliquer des effets de contrôle aux joueurs face à vous. Êtes-vous plutôt du genre à vous servir de votre monture pour vous sortir de situations délicates, pour éviter la mort lorsqu'elle vient à vous ? Eh bien, vous voulez probablement une ou des compétences d'invulnérabilité ou alors des compétences de protection que vous pouvez activer à certains moments. Allez-vous être plus un itinérant et vous concentrer sur la de vitesse avec laquelle vous utilisez votre monture juste pour faire le tour du monde et vous ne vous souciez pas vraiment de l'aspect combat? Eh bien, vous voulez probablement des ensembles de compétences sur votre monture qui reflètent cela.[372]Steven Sharif

  • Les montures auront des vitesses variées.[374]

Il y a évidemment une difficulté du point de vue de l'équilibre du côté de la conception lorsque vous devez incorporer des vitesses qui sont si radicalement différentes des vitesses de déplacement normales du joueur ; et les montures ont évidemment une composante nettement plus rapide à ce niveau. Mais c'est pourquoi les joueurs pourront choisir parmi un ensemble de compétences avec différents effets, comme nous en avons parlé précédemment, faire tomber le joueur de sa monture, le tuer avec des dégâts massifs ou étourdir le joueur. Ce sont des composants qui sont pris en compte lors de l'équilibrage de ces sélections de compétences.[372]Steven Sharif

  • Un joueur peut descendre de sa monture, et la faire le suivre.[211][364]

Compétences des dragons

Les dragons sont des montures volantes épiques avec de grandes capacités de combat, tel que des souffles en AoE, des plongeons depuis les airs, et d'autres encore.[375][376]

Les dragons auront beaucoup de capacités en PvP. C'est leurs fonctions premières, parce qu'ils seront en relation avec les châteaux et leurs sièges, ainsi que les nœuds et leurs sièges. Nous voulons que les dragons aient de larges possibilités lors des raids de joueurs.[376]Steven Sharif

Familiers de combat

Familiers de combat (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[377]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[379]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[382]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[380]
    • Tank pets will maintain threat against enemies independent of the pet owner.[383]
  • Combat pets will also be categorized into different rarities.[380]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[372]
It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[381]Jeffrey Bard

Combat naval

Tea transport PAX East 2018 exclusive cosmetic ship skin.[384]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's abilities: Let's say in combat or traversing just the world.[385]Steven Sharif

Navires are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[184][386]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[387]
    • Quest lines may have NPC driven ships.[387]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[387]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[387]Steven Sharif
  • There won't be mechanics for players to hire PNJs to carry out tasks on ships.[388]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[389][386]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[389]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[389]
    • Other ship permissions may include operating weapons, anchors, and utility items.[386]
  • Nothing can move or or block ships. Ships have the ultimate priority.[184]
Alpha-2 Negalith naval raid boss.[392]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[392]Steven Sharif

Combat naval involves different types of Navires with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from JcJ and JcE perspectives.[392][393]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[399]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[401]Steven Sharif

Addons / Compteurs de DPS

En général, les addons ne seront pas autorisés.[402]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[403]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[402]
  • Le design de l'API du jeu est toujours en développement.[405]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[406]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[406]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[403]Steven Sharif

Journal de combat

There are combat logs in Ashes of Creation.[407]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[408]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[409]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[409]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[409]

  • Damage taken appears in red and floats to the left.[409]
  • Damage dealt appears in yellow and floats to the right.[409]
  • Crits appear larger and are slightly above the other numbers.[409]
  • XP appears in white and is slightly lower on the UI.[409]

Floating combat text is able to be customized by the player.[409][410]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[409]Steven Sharif

Factions

Il n'y a pas de factions prédéfinies dans Ashes of Creation.[411]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[412]Steven Sharif

Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[413]Steven Sharif

Vidéos

Guides de la communauté

Voir également

Les références

  1. Vidéo, 2021-05-28 (25:44).
  2. Vidéo, 2020-03-23 (0:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Direct, 2020-08-28 (1:19:24).
  4. 4.0 4.1 Direct, 2017-05-03 (17:59).
  5. Direct, 2018-04-8 (PM) (41:44).
  6. 6.0 6.1 steven-combat-revamp-update.png
  7. 7.0 7.1 7.2 Vidéo, 2021-02-26 (6:17).
  8. 8.0 8.1 8.2 8.3 8.4 Direct, 2021-05-28 (1:13:05).
  9. 9.0 9.1 9.2 9.3 9.4 Direct, 2021-07-30 (31:22).
  10. Direct, 2021-05-28 (1:14:50).
  11. 11.0 11.1 11.2 steven-combat-revamp-update-2.png
  12. 12.0 12.1 12.2 12.3 Direct, 2021-02-26 (27:41).
  13. 13.0 13.1 13.2 Entrevue, 2021-02-07 (49:18).
  14. 14.0 14.1 Entrevue, 2021-06-13 (4:12).
  15. Direct, 2021-08-27 (1:15:39).
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 Direct, 2020-08-28 (1:15:39).
  17. 17.0 17.1 17.2 17.3 17.4 17.5 17.6 Direct, 2021-06-25 (22:34).
  18. Direct, 2017-11-16 (30:45).
  19. 19.0 19.1 19.2 19.3 19.4 Direct, 2021-06-25 (27:43).
  20. 20.0 20.1 20.2 Direct, 2020-04-30 (1:09:51).
  21. 21.0 21.1 Entrevue, 2019-04-15 (38:03).
  22. 22.0 22.1 Direct, 2021-06-25 (27:10).
  23. Direct, 2021-03-26 (59:21).
  24. Direct, 2021-06-25 (26:11).
  25. Direct, 2020-04-30 (40:19).
  26. 26.0 26.1 Newsletter, 2018-08-7
  27. 27.0 27.1 27.2 27.3 27.4 27.5 Direct, 2018-04-8 (PM) (37:57).
  28. 28.0 28.1 Direct, 2020-08-28 (1:12:50).
  29. 29.0 29.1 29.2 29.3 29.4 Podcast, 2018-08-04 (1:07:59).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 30.6 Podcast, 2018-08-04 (1:11:05).
  31. steven-action-tab-attack-range.png
  32. 32.0 32.1 32.2 32.3 Direct, 2023-01-27 (1:11:07).
  33. 33.0 33.1 33.2 33.3 33.4 Vidéo, 2022-09-30 (17:00).
  34. 34.0 34.1 34.2 34.3 Direct, 2022-09-30 (49:16).
  35. Direct, 2023-07-28 (59:56TpBSGYWxd38).
  36. New Arcane Volley Description.png
  37. Vidéo, 2023-04-28 (22:13).
  38. Barrage Description New.png
  39. Vidéo, 2023-07-28 (19:50).
  40. Barrier Info Panel.png
  41. Vidéo, 2023-07-28 (14:03).
  42. Bless Weapon Info Panel.png
  43. 43.0 43.1 43.2 43.3 New Chain Lightning Description.png
  44. 44.0 44.1 44.2 44.3 Vidéo, 2023-05-31 (12:12).
  45. 45.0 45.1 45.2 45.3 Vidéo, 2023-04-28 (17:50).
  46. 46.0 46.1 46.2 Vidéo, 2023-07-28 (29:23).
  47. 47.0 47.1 Condemn Info Panel.png
  48. Vidéo, 2023-07-28 (22:12).
  49. Defiant Light Info Panel.png
  50. Vidéo, 2023-07-28 (7:34).
  51. Deliverance Info Panel.png
  52. 52.0 52.1 New Fireball Description.png
  53. 53.0 53.1 New Frostbolt Description.png
  54. 54.0 54.1 54.2 54.3 Vidéo, 2023-04-28 (15:35).
  55. Vidéo, 2023-07-28 (23:28).
  56. Healing Touch Info Panel.png
  57. Vidéo, 2023-07-28 (15:15).
  58. Judgment Info Panel.png
  59. 59.0 59.1 New Lightning Strike Description.png
  60. 60.0 60.1 Vidéo, 2023-04-28 (13:40).
  61. 61.0 61.1 61.2 Direct, 2022-09-30 (26:42).
  62. 62.0 62.1 62.2 62.3 62.4 62.5 62.6 Vidéo, 2022-09-30 (19:32).
  63. 63.0 63.1 63.2 63.3 63.4 63.5 63.6 Vidéo, 2022-09-30 (10:44).
  64. Vidéo, 2023-07-28 (5:16).
  65. Mend Info Panel.png
  66. Protect Description.png
  67. Vidéo, 2022-09-30 (16:19).
  68. Vidéo, 2023-07-28 (12:04).
  69. Resplendent Beam Info Panel.png
  70. 70.0 70.1 70.2 Slam Description.png
  71. 71.0 71.1 71.2 Vidéo, 2023-09-29 (11:23).
  72. 72.0 72.1 72.2 New Slumber Description.png
  73. 73.0 73.1 73.2 Vidéo, 2023-04-28 (17:22).
  74. Smite Info Panel.png
  75. 75.0 75.1 Vidéo, 2022-09-30 (14:27).
  76. Vidéo, 2023-07-28 (9:22).
  77. Soothing Glow Info Panel.png
  78. 78.0 78.1 Vidéo, 2023-07-28 (24:03).
  79. 79.0 79.1 Wings of Salvation Info Panel.png
  80. 80.0 80.1 Vidéo, 2023-07-28 (24:16).
  81. Direct, 2022-09-30 (52:33).
  82. 82.0 82.1 Direct, 2022-09-30 (48:10).
  83. 83.0 83.1 83.2 83.3 Direct, 2023-04-28 (55:55).
  84. 84.0 84.1 84.2 84.3 Air Strike Description.png
  85. 85.0 85.1 85.2 85.3 Vidéo, 2022-09-30 (15:28).
  86. 86.0 86.1 86.2 86.3 86.4 86.5 86.6 86.7 Vidéo, 2023-09-29 (11:29).
  87. 87.0 87.1 New Ball Lightning Description.png
  88. 88.0 88.1 Vidéo, 2023-04-28 (7:15).
  89. 89.0 89.1 89.2 New Blizzard Description.png
  90. 90.0 90.1 90.2 Vidéo, 2023-04-28 (9:22).
  91. 91.0 91.1 91.2 New Cone of Cold Description.png
  92. 92.0 92.1 92.2 Vidéo, 2023-04-28 (11:22).
  93. 93.0 93.1 Vidéo, 2023-07-28 (17:32).
  94. 94.0 94.1 Consecrating Wave Info Panel.png
  95. 95.0 95.1 Vidéo, 2023-07-28 (18:26).
  96. 96.0 96.1 Divine Flare Info Panel.png
  97. 97.0 97.1 97.2 97.3 Fissure Description.png
  98. 98.0 98.1 98.2 Vidéo, 2023-03-31 (9:55).
  99. 99.0 99.1 99.2 Vidéo, 2023-01-27 (10:27).
  100. Headshot Description New.png
  101. 101.0 101.1 101.2 Vidéo, 2023-01-27 (6:41).
  102. 102.0 102.1 102.2 New Magma Field Description.png
  103. 103.0 103.1 103.2 New Meteor Description.png
  104. 104.0 104.1 104.2 104.3 104.4 104.5 Alpha-1 screenshot.
  105. 105.00 105.01 105.02 105.03 105.04 105.05 105.06 105.07 105.08 105.09 105.10 105.11 toast-keybinds-skills.png
  106. 106.0 106.1 Vidéo, 2020-12-23 (1:46).
  107. 107.0 107.1 107.2 107.3 107.4 107.5 107.6 107.7 Blog: Blazing the way - Mage Alpha One Preview.
  108. Piercing Shot Description.png
  109. 109.0 109.1 109.2 109.3 109.4 109.5 Alpha-1 screenshot.
  110. 110.0 110.1 Vidéo, 2020-12-23 (1:53).
  111. 111.0 111.1 111.2 111.3 Direct, 2017-10-16 (42:42).
  112. 112.0 112.1 Direct, 2020-07-31 (1:02:59).
  113. 113.0 113.1 Raining Death Description.png
  114. 114.0 114.1 Vidéo, 2023-01-27 (5:07).
  115. 115.0 115.1 115.2 115.3 115.4 115.5 115.6 115.7 115.8 Alpha-1 screenshot.
  116. 116.0 116.1 116.2 Vidéo, 2020-12-23 (0:40).
  117. 117.0 117.1 117.2 117.3 117.4 117.5 Direct, 2017-10-16 (39:15).
  118. 118.0 118.1 Vidéo, 2023-01-27 (7:28).
  119. 119.0 119.1 Vine Field Description.png
  120. 120.0 120.1 120.2 120.3 120.4 120.5 Direct, 2020-10-30 (1:15:59).
  121. 121.0 121.1 Direct, 2021-03-26 (1:11:25).
  122. class cleaving.png
  123. 123.0 123.1 Vidéo, 2023-04-28 (20:57).
  124. 124.0 124.1 Direct, 2023-04-28 (59:52).
  125. 125.0 125.1 125.2 steven-indirect-fire.png
  126. 126.0 126.1 Entrevue, 2018-10-20 (3:25:46).
  127. Direct, 2019-11-22 (5:51).
  128. 128.0 128.1 Entrevue, 2018-10-20 (9:10).
  129. steven-headshots-1.png
  130. 130.0 130.1 steven-headshots-2.png
  131. 131.0 131.1 Entrevue, 2018-10-21 (9:10).
  132. Entrevue, 2018-10-20 (3:25:31).
  133. 133.0 133.1 133.2 Direct, 2018-09-27 (34:49).
  134. Twitter - Better luck next time.
  135. 135.0 135.1 135.2 135.3 135.4 Direct, 2020-08-28 (2:07:26).
  136. 136.0 136.1 136.2 136.3 136.4 Direct, 2020-07-25 (53:08).
  137. 137.0 137.1 137.2 Direct, 2020-06-26 (1:28:10).
  138. 138.0 138.1 Podcast, 2021-09-29 (52:58).
  139. 139.0 139.1 Direct, 2017-07-28 (1:34:55).
  140. Official Livestream - May 4th @ 3 PM PST - Q&A
  141. Direct, 2017-07-28 (23:20).
  142. Vidéo, 2023-03-31 (10:09).
  143. 143.0 143.1 143.2 Direct, 2023-03-31 (56:44).
  144. 144.0 144.1 Vidéo, 2023-05-31 (11:13).
  145. 145.0 145.1 Entrevue, 2018-05-11 (2:45).
  146. Direct, 2017-05-22 (51:00).
  147. Direct, 2020-07-25 (1:33:37).
  148. Direct, 2020-01-30 (1:40:48).
  149. steven-health-nameplate.png
  150. Direct, 2023-01-27 (1:08:45).
  151. 151.0 151.1 151.2 Direct, 2022-10-14 (48:45).
  152. Direct, 2022-09-30 (1:23:28).
  153. Direct, 2022-12-02 (1:03:28).
  154. Direct, 2021-01-29 (1:21:01).
  155. 155.0 155.1 Direct, 2023-01-27 (1:09:36).
  156. 156.0 156.1 156.2 156.3 156.4 Direct, 2023-07-28 (1:02:23).
  157. 157.0 157.1 157.2 Direct, 2022-06-30 (46:30).
  158. 158.0 158.1 158.2 Direct, 2022-12-02 (59:47).
  159. Direct, 2020-04-30 (1:17:13).
  160. 160.0 160.1 Direct, 2017-05-08 (43:30).
  161. 161.0 161.1 Direct, 2021-12-23 (55:32).
  162. Vidéo, 2021-12-23 (23:53).
  163. 163.0 163.1 stevenclarification.png
  164. Direct, 2020-06-26 (1:30:40).
  165. 165.0 165.1 Direct, 2022-06-30 (49:42).
  166. Direct, 2022-09-30 (51:28).
  167. Vidéo, 2023-04-28 (4:40).
  168. Speed Boost Description.png
  169. Trail Speed Bonus Description.png
  170. 171.0 171.1 171.2 171.3 progression.png
  171. Direct, 2022-10-28 (1:29:48).
  172. 173.0 173.1 173.2 173.3 Direct, 2022-06-30 (42:29).
  173. Vidéo, 2017-05-25 (0:02).
  174. 175.0 175.1 Direct, 2021-07-30 (1:11:29).
  175. Reddit - Developer response to unique ability visuals.
  176. autorun.jpg
  177. Direct, 2018-05-04 (51:57).
  178. Direct, 2017-12-15 (1:35:38).
  179. Direct, 2023-05-31 (1:10:08).
  180. Vidéo, 2021-12-23 (7:05).
  181. 182.0 182.1 collision.jpg
  182. Entrevue, 2020-03-27 (15:20).
  183. 184.0 184.1 184.2 Direct, 2023-10-31 (1:30:52).
  184. 185.0 185.1 Direct, 2023-01-27 (1:06:02).
  185. 186.0 186.1 Direct, 2022-06-30 (51:17).
  186. 187.0 187.1 Direct, 2020-01-30 (1:34:12).
  187. 188.0 188.1 188.2 188.3 188.4 Direct, 2021-11-19 (50:38).
  188. Direct, 2020-06-26 (1:24:06).
  189. 190.0 190.1 Direct, 2022-12-02 (1:05:08).
  190. shieldactiveblockA1.png
  191. 192.0 192.1 Direct, 2020-06-26 (1:19:50).
  192. 193.0 193.1 Vidéo, 2022-06-30 (20:29).
  193. 194.0 194.1 Vidéo, 2022-06-30 (21:19).
  194. 195.0 195.1 Direct, 2022-06-30 (53:33).
  195. Direct, 2020-12-22 (1:12:56).
  196. 197.0 197.1 197.2 197.3 197.4 Direct, 2017-05-24 (45:12).
  197. 198.0 198.1 Direct, 2020-06-26 (1:50:01).
  198. 199.0 199.1 Vidéo, 2023-04-28 (14:55).
  199. 200.0 200.1 200.2 Podcast, 2021-09-29 (40:50).
  200. 201.00 201.01 201.02 201.03 201.04 201.05 201.06 201.07 201.08 201.09 201.10 Podcast, 2021-09-29 (47:57).
  201. 202.0 202.1 Entrevue, 2018-05-11 (16:32).
  202. 203.0 203.1 203.2 203.3 Direct, 2020-02-28 (1:10:21).
  203. Direct, 2022-09-30 (46:17).
  204. Direct, 2017-10-16 (25:56).
  205. Direct, 2018-02-09 (28:17).
  206. Direct, 2019-11-22 (1:06:25).
  207. steven-hard-ccs.png
  208. Podcast, 2018-08-04 (1:11:52).
  209. CC effects do notapply to non-combatants.png
  210. 211.0 211.1 211.2 211.3 211.4 211.5 Direct, 2021-04-30 (1:08:10).
  211. summons-ccs.png
  212. 213.0 213.1 213.2 Ancestral Bolas Description.png
  213. Vidéo, 2023-07-28 (20:50).
  214. Chains of Restraint Info Panel.png
  215. Imbue Ammo-Weighted Description.png
  216. 217.0 217.1 217.2 Alpha-1 screenshot.
  217. Vidéo, 2021-02-09 (0:37).
  218. 219.0 219.1 219.2 Direct, 2020-07-31 (1:14:26).
  219. 220.0 220.1 steven-aggro.png
  220. 221.0 221.1 221.2 Direct, 2017-10-16 (21:48).
  221. 222.0 222.1 Direct, 2019-11-22 (1:09:37).
  222. Direct, 2017-05-17 (1:05:11).
  223. Direct, 2019-06-28 (1:19:00).
  224. Direct, 2017-05-30 (16:25).
  225. 226.0 226.1 226.2 Direct, 2018-12-06 (48:52).
  226. 227.0 227.1 Direct, 2023-05-31 (1:11:41).
  227. Vidéo, 2023-01-27 (9:54).
  228. 229.0 229.1 229.2 Alpha-1 screenshot.
  229. Vidéo, 2020-12-23 (0:51).
  230. 231.0 231.1 Direct, 2017-10-16 (42:20).
  231. 232.0 232.1 Vidéo, 2023-07-28 (16:02).
  232. Communal Restoration Info Panel.png
  233. 234.0 234.1 234.2 234.3 234.4 234.5 Vidéo, 2020-12-22 (7:36).
  234. 235.0 235.1 Vidéo, 2020-12-23 (1:29).
  235. Vidéo, 2022-12-02 (22:44).
  236. Direct, 2017-10-16 (1:00:44).
  237. Entrevue, 2018-08-08 (22:27).
  238. 239.0 239.1 239.2 Entrevue, 2020-07-18 (1:05:04).
  239. class secondary.png
  240. Direct, 2020-07-25 (1:47:55).
  241. Podcast, 2021-09-29 (30:04).
  242. Direct, 2021-06-25 (1:05:01).
  243. Direct, 2018-02-09 (41:56).
  244. 245.0 245.1 Direct, 2019-12-17 (1:13:14).
  245. 246.0 246.1 246.2 246.3 Entrevue, 2020-07-18 (1:07:06).
  246. 247.0 247.1 Forums - Livestream Q&A 2022-08-26.
  247. class same.png
  248. 249.0 249.1 February 8, 2019 - Questions and Answers.
  249. Direct, 2019-07-26 (1:09:22).
  250. Direct, 2018-04-8 (PM) (20:45).
  251. augmentcolors.png
  252. Entrevue, 2018-05-11 (53:15).
  253. 254.0 254.1 Direct, 2021-09-24 (1:18:06).
  254. Direct, 2021-06-25 (23:08).
  255. 256.0 256.1 Entrevue, 2020-07-29 (55:44).
  256. 257.0 257.1 Entrevue, 2020-07-19 (53:59).
  257. 258.0 258.1 Entrevue, 2020-07-18 (1:07:51).
  258. 259.0 259.1 Direct, 2017-07-28 (19:05).
  259. Direct, 2017-11-16 (30:02).
  260. Entrevue, 2020-07-29 (54:44).
  261. Direct, 28 Août 2020 (1:21:03).
  262. Direct, 3 Mai 2017 (15:15).
  263. Direct, 2023-03-29 (1:41:42).
  264. Direct, 2022-10-14 (57:45).
  265. Direct, 2022-10-14 (9:02).
  266. 267.0 267.1 Direct, 2023-02-24 (53:48).
  267. Direct, 2020-08-28 (1:24:29).
  268. Direct, 2020-03-28 (1:41:42).
  269. Direct, 3 Mai 2017 (17:59).
  270. Direct, 16 Novembre 2017 (30:02).
  271. Direct, 19 Mai 2017 (43:09).
  272. Direct, 28 Août 2020 (1:19:24).
  273. Direct, 2017-06-30 (29:13).
  274. Direct, 2018-04-8 (PM) (26:19).
  275. Elemental Empowerment Description.png
  276. 277.0 277.1 277.2 277.3 Direct, 2020-10-30 (33:26).
  277. 278.0 278.1 Entrevue, 2018-10-20 (2:40:17).
  278. 279.0 279.1 279.2 Podcast, 2018-04-23 (59:28).
  279. 280.0 280.1 Podcast, 2018-04-23 (1:01:01).
  280. 281.0 281.1 281.2 281.3 Group dynamics blog.
  281. 282.0 282.1 282.2 282.3 Direct, 2017-05-22 (46:04).
  282. 283.0 283.1 Entrevue, 2018-10-20 (2:40:16).
  283. 284.0 284.1 284.2 Entrevue, 2023-07-09 (1:14:09).
  284. Direct, 2022-12-02 (56:09).
  285. Direct, 2022-06-30 (1:12:38).
  286. Direct, 2022-09-30 (53:15).
  287. 288.0 288.1 Direct, 2022-09-30 (43:45).
  288. Vidéo, 2022-09-30 (24:49).
  289. 290.0 290.1 290.2 290.3 Direct, 2020-01-30 (1:28:40).
  290. Direct, 2018-06-04 (1:11:19).
  291. Entrevue, 2023-07-09 (1:16:45).
  292. 293.0 293.1 293.2 293.3 Podcast, 2021-04-11 (54:35).
  293. Entrevue, 2018-10-20 (2:53:52).
  294. Twitter - Take a look at our new basic weapon attack combos!
  295. Vidéo, 2023-04-28 (16:35).
  296. Direct, 2018-01-18 (22:46).
  297. steven-auto-attack-definition.png
  298. Direct, 2021-09-24 (1:19:17).
  299. Direct, 2021-04-30 (53:08).
  300. Direct, 2023-04-28 (39:06).
  301. 302.0 302.1 Entrevue, 2023-09-10 (47:13).
  302. Direct, 2023-02-24 (46:15).
  303. Direct, 2021-11-19 (40:53).
  304. Direct, 2023-11-30 (1:37:49).
  305. Vidéo, 2023-11-30 (19:06).
  306. Direct, 2022-06-30 (1:17:34).
  307. 308.0 308.1 Direct, 2023-04-28 (51:16).
  308. 309.0 309.1 Direct, 2022-09-30 (51:09).
  309. Direct, 2017-07-28 (34:32).
  310. Entrevue, 2020-07-18 (1:03:45).
  311. Direct, 2019-05-30 (1:15:58).
  312. Forums - Dev Discussion #52 - Boss Mechanics
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  314. Direct, 2022-05-27 (1:14:46).
  315. 316.0 316.1 316.2 Entrevue, 2023-09-10 (32:16).
  316. Direct, 2017-05-22 (49:38).
  317. Direct, 2020-03-28 (1:58:24).
  318. Podcast, 2018-04-23 (49:21).
  319. Direct, 2021-09-24 (51:20).
  320. 321.0 321.1 321.2 Direct, 2021-03-26 (1:07:33).
  321. 322.0 322.1 a419c5398b542a713545e4f393d67215.png
  322. 323.0 323.1 323.2 323.3 323.4 323.5 323.6 323.7 323.8 Podcast, 2017-05-05 (43:05).
  323. 324.0 324.1 Entrevue, 2020-07-18 (27:11).
  324. Podcast, 2021-04-11 (34:41).
  325. Podcast, 2023-07-15 (26:31).
  326. Direct, 2023-04-28 (1:18:48).
  327. Podcast, 2023-07-15 (28:28).
  328. 329.0 329.1 329.2 329.3 Direct, 2021-01-29 (1:24:27).
  329. 330.0 330.1 Direct, 2018-09-27 (47:46).
  330. vaknar-gold.png
  331. Direct, 2023-11-30 (1:52:37).
  332. Entrevue, 2023-09-10 (53:47).
  333. 334.0 334.1 334.2 Direct, 2022-02-25 (1:06:45).
  334. 335.0 335.1 Direct, 2022-04-29 (1:08:27).
  335. Direct, 2017-07-28 (50:22).
  336. Direct, 2017-05-19 (13:37).
  337. Direct, 2021-05-28 (1:50:50).
  338. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  339. 340.0 340.1 Entrevue, 2021-02-07 (13:14).
  340. Entrevue, 2020-07-29 (16:46).
  341. 342.0 342.1 Direct, 2022-12-02 (1:26:02).
  342. 343.0 343.1 Direct, 2022-10-28 (24:28).
  343. 344.0 344.1 344.2 Entrevue, 2020-07-18 (41:54).
  344. Direct, 2017-11-17 (35:20).
  345. Entrevue, 2018-05-11 (15:41).
  346. steven-corruption-gear-drop.png
  347. Entrevue, 2017-04-27 (9:28).
  348. Direct, 2021-06-25 (1:15:37).
  349. corruption.jpg
  350. 351.0 351.1 Entrevue, 2023-07-09 (36:56).
  351. Direct, 2023-02-24 (1:29:45).
  352. 353.0 353.1 Direct, 2022-06-30 (1:14:52).
  353. 354.0 354.1 Direct, 2021-08-27 (1:22:56).
  354. 355.0 355.1 Direct, 2020-12-22 (1:13:51).
  355. Direct, 2017-05-15 (36:23).
  356. Entrevue, 2023-07-09 (38:03).
  357. Direct, 2022-01-28 (1:16:02).
  358. 359.0 359.1 Direct, 2017-05-05 (22:44).
  359. Direct, 2018-04-8 (AM) (12:34).
  360. steven-mount-pvp.png
  361. 362.0 362.1 362.2 Direct, 2022-01-28 (1:15:30).
  362. Direct, 2022-01-28 (1:11:40).
  363. 364.0 364.1 364.2 364.3 Entrevue, 2020-07-19 (1:05:41).
  364. Direct, 2017-05-10 (38:27).
  365. 366.0 366.1 Podcast, 2021-09-29 (32:35).
  366. Vidéo, 2021-02-26 (20:25).
  367. Direct, 2021-10-29 (51:48:).
  368. mount stats.png
  369. 370.0 370.1 Direct, 2022-04-29 (1:11:24).
  370. 371.0 371.1 371.2 371.3 Direct, 2022-02-25 (1:14:21).
  371. 372.0 372.1 372.2 372.3 372.4 Direct, 2021-04-30 (1:10:04).
  372. mount abilities.png
  373. mount speeds.png
  374. dragon abilities.png
  375. 376.0 376.1 376.2 Direct, 2018-04-8 (PM) (51:49).
  376. 377.0 377.1 Entrevue, 2022-01-14 (42:18).
  377. Entrevue, 2023-09-10 (1:05:52).
  378. 379.0 379.1 steven-combat-pets.png
  379. 380.0 380.1 380.2 Direct, 2020-10-30 (1:21:14).
  380. 381.0 381.1 Direct, 2019-06-28 (1:24:27).
  381. Direct, 2018-01-18 (33:09).
  382. Direct, 2023-02-24 (1:27:22).
  383. Ashes of Creation Store: Tea transport.
  384. Direct, 2018-10-31 (54:21).
  385. 386.0 386.1 386.2 Direct, 2021-05-28 (1:52:15).
  386. 387.0 387.1 387.2 387.3 Direct, 2021-09-24 (1:26:46).
  387. Direct, 2023-01-27 (1:32:00).
  388. 389.0 389.1 389.2 Direct, 2023-10-31 (1:27:50).
  389. Direct, 2021-07-30 (1:14:04).
  390. steven-shops-on-ships.png
  391. 392.0 392.1 392.2 392.3 Direct, 2022-03-31 (1:10:43).
  392. 393.0 393.1 393.2 Direct, 2017-07-28 (47:53).
  393. Direct, 2022-04-29 (1:03:25).
  394. steven-ship-weapons.png
  395. 396.0 396.1 Direct, 2023-02-24 (1:23:34).
  396. 397.0 397.1 Direct, 2022-10-14 (58:46).
  397. steven-island-castle.png
  398. Direct, 2019-06-28 (1:12:08).
  399. Direct, 2022-05-27 (1:12:33).
  400. Direct, 2022-12-02 (1:21:51).
  401. 402.0 402.1 Direct, 2017-05-10 (20:02).
  402. 403.0 403.1 Entrevue, 2018-10-20 (6:29).
  403. Direct, 2017-05-10 (43:27).
  404. Direct, 2017-05-10 (21:41).
  405. 406.0 406.1 Entrevue, 2018-05-11 (49:03).
  406. Ashes of Creation Forums - No Damage Meter?
  407. Ashes of Creation Forums - No participation trophy.
  408. 409.00 409.01 409.02 409.03 409.04 409.05 409.06 409.07 409.08 409.09 409.10 409.11 Vidéo, 2022-06-30 (16:39).
  409. 410.0 410.1 Direct, 2021-06-25 (29:09).
  410. Direct, 2017-05-26 (39:36).
  411. 412.0 412.1 412.2 412.3 412.4 Entrevue, 2020-07-18 (22:26).
  412. Direct, 2018-04-8 (PM) (11:27).