Remaniement du système de combat

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

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.[1]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.[2][3][4]

  • 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.[5][6]
  • Le système de combat hybride actuel va être conservé après le remaniement.[5]
  • Ce remaniement ne représentera pas la forme finale du combat, mais définira la direction générale que le combat prendra.[7]
  • Le remaniement emploiera la méthode itérative et sera déployée auprès des testeurs sous différentes phases.[6]

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.[1][8][9]

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.[1]Steven Sharif

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[9]
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.[10]Steven Sharif

Hybrid combat

Démo de combat hybride en Alpha-1.[11]

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.[12]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[12][13]

  • 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.[14][5][11][15]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[12][11][15][16]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[17]
    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.[17]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.[12][11]
    • 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.[14][12]
    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.[14]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[12]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[11]
    • 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.[18]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[19]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[11][15] A tab-targeted ability requires a target in order to utilize that skill.[14][16]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[11]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[20]

Le combat hybride est en cours de test dans l'Alpha-1.[12][21]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[14][21][22]
    • 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.[22]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[23]

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.[22]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[24]

  • Dégâts.[24]
  • Temps de charge.[24]
  • Effets de CC (contrôles de foules).[24]
  • Temps de recharge.[25]
  • Consommation d’énergie.[25]
  • Coût d'utilisation.[25]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[26]

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.[24]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 :[25]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[25][22]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[25]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[11]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[12]Steven Sharif

Hybrid combat was tested in Alpha-1.[12][21]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[14][5][11][15]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[12][11][15][16]
    • The player does not have to be in reticle mode to use an action combat ability.[17]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[17]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[12][11]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[14][12]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[14]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[12]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[11]
  • The tab mode (MMO mode) facilitates tab targeted combat.[11][15] A tab-targeted ability requires a target in order to utilize that skill.[14][16]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[11]
    • There will be a "target of target" capability on the user interface.[20]

Weapon use combo system (Combat animation montage)

Alpha-2 greatsword weapon combo animation.[27]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[28]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[27][29][30][31][32][33][34]

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.[35]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[37][38]
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[37]Brian Ferguson
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.[35]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.[35]
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.[35]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[36]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[36]
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.[32]Steven Sharif

Mobilité

Revamped Alpha-1 Mage Fireball ability.[6][4]

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.[6]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.[39]Steven Sharif
  • Most abilities in Ashes of Creation are capable of being cast while moving. Some abilities may slow the caster down during the cast, but only rarely will the player be rooted in place.[39][41]
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.[41]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[44]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[45][46]
    • Crouching may or may not be in the game.[47][48]
  • The ability to prone is not be in the game.[47][48]
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.[50]Steven Sharif
If we're talking about Fighter, they're going to have a lot of heavy gap closers. They can probably be a little bit more liberal in the use of their gap closers because they have so many of them, versus let's say a Ranger that needs to choose when to use their escape abilities, because they have fewer of them. The same would be true for a melee character like a rogue. Their approach vector is going to be more stealth-driven than it would be perhaps let's say from a gap-closer perspective.[51]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.[52]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Ranger Leap a great distance forward and into the air while firing three projectiles in a line along the path, each dealing area damage and rooting targets hit for 3 seconds. Rotation control is enabled during cast.[53] The root effect is nature based.[54]
Blink Blink.png Mage Instantly teleport a set distance in the direction you are moving.[55][56]
Blitz Blitz.png Fighter Charge directly toward target enemy, dealing Physical damage to the target on arrival.[57]
Call of the Wild Call of the Wild Icon.png Ranger Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[58]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[59]
Exert Exert.png Fighter Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[60]
Form Of Celerity Form of Celerity.png Fighter While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[61]
Form Of Fluidity Form of Fluidity.png Fighter While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[62]
Leap Strike Leap Strike.png Fighter Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[63]
Lunging Assault Lunging Assault.png Fighter Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[64]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png Fighter Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[65]
Shield Assault ShieldAssaultIcon.png Tank Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[66]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[67]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png Fighter Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[68]
Whirlwind Whirlwind.png Fighter Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[69]
Wings of Salvation Wings of Salvation.png Cleric Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[70][71] An ally is defined as any non-combatant player or non-mob NPC.[72]

Esquiver

Esquiver in Alpha-1 early combat.[73]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[73]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[74][75][76]

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.[75]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.[80]

  • 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[81]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.[81]Steven Sharif

Vidéos

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 Direct, 2021-07-30 (31:22).
  2. Direct, 2021-05-28 (1:14:50).
  3. steven-combat-revamp-update.png
  4. 4.0 4.1 Vidéo, 2021-02-26 (6:17).
  5. 5.0 5.1 5.2 5.3 steven-combat-revamp-update-2.png
  6. 6.0 6.1 6.2 6.3 Direct, 2021-02-26 (27:41).
  7. Entrevue, 2021-02-07 (49:18).
  8. 8.0 8.1 Entrevue, 2021-06-13 (4:12).
  9. 9.0 9.1 9.2 Direct, 2021-05-28 (1:13:05).
  10. Direct, 2021-08-27 (1:15:39).
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 Direct, 2020-08-28 (1:15:39).
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 Direct, 2021-06-25 (22:34).
  13. Direct, 2017-11-16 (30:45).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 14.7 14.8 Direct, 2021-06-25 (27:43).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Direct, 2020-04-30 (1:09:51).
  16. 16.0 16.1 16.2 16.3 Entrevue, 2019-04-15 (38:03).
  17. 17.0 17.1 17.2 17.3 Direct, 2021-06-25 (27:10).
  18. Direct, 2021-03-26 (59:21).
  19. Direct, 2021-06-25 (26:11).
  20. 20.0 20.1 Direct, 2020-04-30 (40:19).
  21. 21.0 21.1 21.2 Newsletter, 2018-08-7
  22. 22.0 22.1 22.2 22.3 Direct, 2018-04-8 (PM) (37:57).
  23. Direct, 2020-08-28 (1:12:50).
  24. 24.0 24.1 24.2 24.3 24.4 Podcast, 2018-08-04 (1:07:59).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 Podcast, 2018-08-04 (1:11:05).
  26. steven-action-tab-attack-range.png
  27. 27.0 27.1 Vidéo, 2024-03-29 (50:16).
  28. Vidéo, 2024-03-29 (57:52).
  29. Vidéo, 2023-12-19 (10:08).
  30. Vidéo, 2023-04-28 (15:35).
  31. Direct, 2022-09-30 (43:45).
  32. 32.0 32.1 Direct, 2020-01-30 (1:28:40).
  33. Direct, 2018-01-18 (22:46).
  34. steven-auto-attack-definition.png
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 Podcast, 2021-09-29 (47:57).
  36. 36.0 36.1 36.2 Direct, 2020-02-28 (1:10:21).
  37. 37.0 37.1 Vidéo, 2023-12-19 (8:37).
  38. Direct, 2021-09-24 (1:19:17).
  39. 39.0 39.1 39.2 39.3 39.4 Direct, 2023-07-28 (1:02:23).
  40. 40.0 40.1 Direct, 2022-06-30 (46:30).
  41. 41.0 41.1 41.2 Direct, 2022-12-02 (59:47).
  42. Direct, 2020-04-30 (1:17:13).
  43. Direct, 2017-05-08 (43:30).
  44. 44.0 44.1 Direct, 2024-03-29 (2:01:57).
  45. Direct, 2021-12-23 (55:32).
  46. Vidéo, 2021-12-23 (23:53).
  47. 47.0 47.1 Direct, 2022-10-14 (48:45).
  48. 48.0 48.1 stevenclarification.png
  49. Direct, 2020-06-26 (1:30:40).
  50. 50.0 50.1 Direct, 2022-06-30 (49:42).
  51. 51.0 51.1 Direct, 2023-12-19 (1:16:19).
  52. 52.0 52.1 Direct, 2022-09-30 (51:28).
  53. Air Strike New Description.png
  54. Vidéo, 2022-09-30 (15:28).
  55. Vidéo, 2023-04-28 (4:40).
  56. Blitz Description.png
  57. Call of the Wild Description.png
  58. Trail Speed Bonus Description.png
  59. Exert Description.png
  60. Form of Celerity Description.png
  61. Form of Fluidity Skill Tree Description.png
  62. Leap Strike Description.png
  63. Lunging Assault Description.png
  64. Recharging Lunging Assault Description.png
  65. Vidéo, 2023-01-27 (5:07).
  66. Speed Boost Description New.png
  67. Unstoppable Exert Skill Tree Description.png
  68. Whirlwind Description.png
  69. Vidéo, 2023-07-28 (24:03).
  70. Wings of Salvation Info Panel.png
  71. Vidéo, 2023-07-28 (24:16).
  72. 73.0 73.1 73.2 Direct, 2020-08-28 (1:19:24).
  73. 74.0 74.1 Direct, 2023-01-27 (1:06:02).
  74. 75.0 75.1 Direct, 2022-06-30 (51:17).
  75. 76.0 76.1 Direct, 2020-01-30 (1:34:12).
  76. Direct, 2023-12-19 (1:49:56).
  77. Direct, 2021-11-19 (50:38).
  78. Direct, 2020-06-26 (1:24:06).
  79. shieldactiveblockA1.png
  80. 81.0 81.1 Direct, 2020-06-26 (1:19:50).