Skill types

De Ashes of Creation Wiki
Révision datée du 14 août 2020 à 21:53 par Lex (discussion | contributions) (Add section)

Sauter à la navigation Sauter à la recherche
Skillbar.png

The combat system offers a varitey of Skill types.

Compétences primaires

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

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.[2]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.[3]Steven Sharif

Les compétences primaires (capacités de classe) sont basées sur l’archétype du joueur.[4] Les joueurs peuvent personnaliser leurs compétences primaires avec des amélioration de compétences via leur | archétype secondaire.[5][4][6]

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.[7]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.[12]Steven Sharif
  • Choisir le même archétype primaire et secondaire accroît la focalisation sur cet archétype.[14]
  • 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.[15]
  • Changer les améliorations de vos compétences vous obligera à vous rendre auprès d’un PNJ dans un nœud Village ou supérieur.[17]
  • Certaines couleurs de sorts et FX généraux changent en fonction de l’amélioration.[18]
    • Les compétences actives pourraient sembler totalement différentes après l'application d'une amélioration.[19]

Les compétences primaires dans l’Alpha-2 devraient être très différentes de celles de l’Alpha-1.[22]

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.[22]Steven Sharif

Points de compétences

Early preview de l'interface utilisateur des compétences dans l'Alpha-1.[23]

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.[24]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.[25][26][27][28]

  • Il ne sera pas possible de maximiser toutes les compétences dans un arbre de compétences.[28]
  • 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.[29]
  • Les joueurs peuvent réinitialiser et redistribuer leurs points de compétences.[30]
  • Les améliorations ne coûtent pas de points de compétences [13]. Il était initialement prévu que certaines améliorations requerraient plus de dépenses, en matière de points de compétences. [12]

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.[31]Steven Sharif

Système de combo des armes

Work-in-progress Alpha-2 weapon attack combo customization.[32]

In addition to the later hits in the combo doing additional damage, you also unlock proc effects. So, on your fifth hit you unlock the special fifth hit, which gives you 10% bonus critical strike chance, which you just proc there; and then the sixth hit you unlock the special six hit which gives you arrow storm which causes your next I believe, 10 attacks to fire an additional arrow at the target.[33]Brian Ferguson

Alpha-2 Mage demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[34]

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.[34]Keenan Reimer

A weapon use combo system (also referred to as Weapon attack combo, Weapon combo, Combo system[35], and Weapon use ability[36]) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[37][35][38]

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.[39]Steven Sharif
  • The number of steps and passive effects that trigger during weapon combos can be customized in the weapon skill tree.[32][41]
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.[32]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.[39]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.[39]
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.[39]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[40]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[40]
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.[35]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.[42]

- None -

Compétence utilitaire

Alpha-2 Ranger Camouflage skill.[43]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[44]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[45][46][47][48] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[49]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[45]Steven Sharif
  • Classes will have different utility abilities, such as detecting traps and other hazards.[46][47][49] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[50]
    • Certain classes are able to climb/parkour in certain areas.[51][52] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[53][54]
    • Certain classes (such as Rogues) will have stealth abilities.[55]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[46]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[56]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[47]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[57]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[58]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.
  • There will be a grappling hook utility skill or item.[59]
  • Rogues may also have a spyglass utility skill.[49]

Voir également

Les références

  1. toast-keybinds-skills.png
  2. Direct, 2017-10-16 (1:00:44).
  3. Entrevue, 2018-08-08 (22:27).
  4. 4.0 4.1 progression.png
  5. 5.0 5.1 5.2 Entrevue, 2020-07-18 (1:05:04).
  6. class secondary.png
  7. Direct, 2020-07-25 (1:47:55).
  8. Podcast, 2021-09-29 (30:04).
  9. Direct, 2021-06-25 (1:05:01).
  10. Direct, 2018-02-09 (41:56).
  11. 11.0 11.1 Direct, 2019-12-17 (1:13:14).
  12. 12.0 12.1 12.2 12.3 Entrevue, 2020-07-18 (1:07:06).
  13. 13.0 13.1 Forums - Livestream Q&A 2022-08-26.
  14. class same.png
  15. February 8, 2019 - Questions and Answers.
  16. Direct, 2019-07-26 (1:09:22).
  17. Direct, 2018-04-8 (PM) (20:45).
  18. augmentcolors.png
  19. Entrevue, 2018-05-11 (53:15).
  20. Direct, 2021-11-19 (50:38).
  21. Vidéo, 2022-09-30 (17:00).
  22. 22.0 22.1 Direct, 2021-09-24 (1:18:06).
  23. Direct, 2021-06-25 (23:08).
  24. Direct, 2020-08-28 (1:12:50).
  25. Entrevue, 2020-07-29 (55:44).
  26. Entrevue, 2020-07-19 (53:59).
  27. Entrevue, 2020-07-18 (1:07:51).
  28. 28.0 28.1 Direct, 2017-07-28 (19:05).
  29. Direct, 2017-11-16 (30:02).
  30. Entrevue, 2020-07-29 (54:44).
  31. Direct, 2020-08-28 (1:19:24).
  32. 32.0 32.1 32.2 Vidéo, 2023-12-19 (8:37).
  33. Vidéo, 2023-12-19 (10:08).
  34. 34.0 34.1 Vidéo, 2023-04-28 (15:35).
  35. 35.0 35.1 35.2 Direct, 2020-01-30 (1:28:40).
  36. Direct, 2018-01-18 (22:46).
  37. Direct, 2022-09-30 (43:45).
  38. steven-auto-attack-definition.png
  39. 39.0 39.1 39.2 39.3 39.4 39.5 39.6 Podcast, 2021-09-29 (47:57).
  40. 40.0 40.1 40.2 Direct, 2020-02-28 (1:10:21).
  41. Direct, 2021-09-24 (1:19:17).
  42. Direct, 2017-06-30 (29:13).
  43. Vidéo, 2024-01-31 (4:48).
  44. Direct, 2020-07-25 (42:49).
  45. 45.0 45.1 Direct, 2023-12-19 (1:11:17).
  46. 46.0 46.1 46.2 Direct, 2023-02-24 (1:13:19).
  47. 47.0 47.1 47.2 Direct, 2023-02-24 (6:51).
  48. Direct, 2017-06-30 (30:34).
  49. 49.0 49.1 49.2 Direct, 2017-05-12 (33:10).
  50. class utilities.png
  51. Direct, 2017-05-15 (15:10).
  52. utility skills.jpg
  53. Direct, 2018-01-18 (34:56).
  54. Direct, 2019-06-28 (1:21:46).
  55. class stealth.png
  56. class mobility.png
  57. Direct, 2021-10-29 (1:07:11).
  58. Direct, 2017-05-24 (57:41).
  59. Direct, 2017-05-12 (18:00).