Animation canceling
Animation abbrechen will not be a combat mechanic in Ashes of Creation.[1][2]
- Players will be able to cancel channeled abilities.[1]
Ausweichen
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[4][5][6]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[7]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[4]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[6]
- 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.[5] – Steven Sharif
Aktives Blocken
Das Paladin's Might Schild in Ashes of Creation Apocalypse hatte eine eigene Hitbox mit Lebenspunkten (HP). Dieser Schild kann Projektile aktiv abwehren.[10]
- Die Entwickler sind sich noch uneinig, ob aktives blocken ein Teil des MMOs sein wird. Derzeit neigen sie eher zur traditionellen buff-orientierten universellen Schadensmilderung aber ziehen auch eine Kombination zwischen action-based blocken und dem Wasserfall Stat system in Betracht.[11]
In APOC gab es ein Schild, welches ein aktives Schildblock aktion basiertes system benutzte; die Daten, die wir daraus sammelten, verrieten uns, dass die Anzahl der Spieler, die dieses Schild wirksam und essenziell benutzten, gering war; es besteht die Sorge, dass das Implementieren eines Aktion begrenzten aktiven Schildblocks im Kontrast zu dem Traditionellem, aktivieren eines Buffs, welches eine adjustierte Schildblockrate gewährt, universell gegen einkommenden Schaden wirkt und mit den Stats der Spieler interagiert, steht. Letzteres ist etwas was wir in das hybrid Kampf System integrieren wollen.[11] – Steven Sharif
Das ist etwas, was wir weiterhin wiederholt und aktiv im unserem hybrid Kampf System testen werden. Natürlich wollen wir, dass Aktions basierte Komponenten mit dem Waterfall Stat System interagieren; es hört sich für manche wie ein Widerspruch an Aktion und Tab Elemente zu kombinieren, aber das muss es nicht. Aktion Elemente können so zum Beispiel angewandt werden - Gehen wir davon aus man benutzt das Schild um ein herangeflogenes Projektil oder eine Fähigkeit, die aus einer gewissen Zone gefeuert wurde, abzufangen. Durch das Blocken des Projektils oder der Fähigkeit erhält man 80% Schadensreduktion oder 80% Bonus physikalische Verteidigung auf das Schild; und wenn das Projektil oder die Fähigkeit außerhalb einer bestimmten Zone abgefeuert wurde und man diese abfängt, erhält man einen geringeren Bonus; und das ist was passieren würde, wenn man beispielsweise den Stat der physikalischen Verteidigung des Schildes in Betracht zieht, man fügt es als reduzierender Faktor zum eingehenden Schaden hinzu aber man erweitert das System mit dem Waterfall Stat, welcher für die Reduktion des Schadens durch Schilden verantwortlich ist, auch genannt Schildrate; dann würde man beispielsweise statt 80% Schadensreduktion 87% Schadenreduktion erhalten, weil man diesmal die persönlichen Stats in Betracht gezogen hat; und wenn ein Projektil oder eine Fähigkeit nicht in einer bestimmten Zone abgefeuert wurde ist es um 50% wirksamer satt nur um 40%. Dieses Beispiel ist nur dazu da um einen Einblick zu gewähren was es erfordert, um Skills festzulegen und um zu zeigen, wie sie Aktions basierend interagieren.[11] – Steven Sharif
Unterbrechungen
Abilities with a cast bar can be interrupted during the cast.[12]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Base skill |
---|---|---|
Bulwark | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[13][14][15][16] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[17] |
Time to kill
Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[19]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[20]
- The developers do not want one-shots in the final MMORPG.[21]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[21] – Steven Sharif
Gear inspection/ Threat assessment
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.[23][24][25]
- This will indicate the type of armor (cloth, leather, plate) that they are predominantly wearing.[26][24]
- 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.[26] – Steven Sharif
- The border will indicate the level and quality of the tier set.[23][24][27]
- The developers believe that inspecting gear to obtain an exact equipment list or gear score may lead to "unwelcome behavior".[29]
- 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.[25] – Steven Sharif
Crowd control
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[30][31]
- All archetypes will have their own versions of CC breaks.[32]
- 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.[33]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[34][35]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[36]
- There's also going to be effects that just stun the mount or stun you on the mount.[36] – Steven Sharif
- Summoner's summons will be able to use crowd control.[37]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[31][38]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[39]
- 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.[31] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[40]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[41][42]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[42]
- 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.[31] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[43]
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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.[44] The root effect is nature based.[45] | |
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.[46] | |
Chain Lightning | 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.[47][48][49] | |
Chains of Restraint | 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.[50][51] | |
Condemn | Stun target enemy for 3 seconds.[52][53] | |
Fissure | Call forth a line of jagged earth spikes in front of the[sic] you, dealing earth damage and applying 10 stacks of Stagger to each enemy hit along its path while launching them upwards.[54] | |
Grapple | 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.[55][56] | |
Imbue Ammo: Weighted | 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. 10 charges.[57] | |
Quake | Held ability: Cast a powerful earthquake that deals more damage the longer it was charged and applies 10 stacks of Staggered to all enemies around the caster. If the spell was fully charged, this applies Tripped instead of Staggered.[58] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[59] | |
Slumber | 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.[60][61][62] | |
Tremoring Bellow | 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.[63] |
Combat stances
The use of weapon stances in game is likely.[64]
RNG
RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[65]
- RNG plays a role in both PvP or PvE.[66]
- Action combat is far less dependent on RNG.[66]
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.[66] – Jeffrey Bard
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 Liveübertragung, 2019-11-22 (1:09:37).
- ↑ Liveübertragung, 2017-05-17 (1:05:11).
- ↑ 3.0 3.1 3.2 Liveübertragung, 2020-08-28 (1:19:24).
- ↑ 4.0 4.1 Liveübertragung, 2023-01-27 (1:06:02).
- ↑ 5.0 5.1 Liveübertragung, 2022-06-30 (51:17).
- ↑ 6.0 6.1 Liveübertragung, 2020-01-30 (1:34:12).
- ↑ Liveübertragung, 2021-11-19 (50:38).
- ↑ Liveübertragung, 2020-06-26 (1:24:06).
- ↑ Liveübertragung, 2022-12-02 (1:05:08).
- ↑
- ↑ 11.0 11.1 11.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ Liveübertragung, 2017-05-08 (43:30).
- ↑ Alpha-1 screenshot.
- ↑
- ↑ Video, 2021-02-09 (0:37).
- ↑ Liveübertragung, 2020-07-31 (1:14:26).
- ↑
- ↑ Video, 2024-01-31 (5:22).
- ↑ 19.0 19.1 Liveübertragung, 2024-01-31 (59:45).
- ↑ Interview, 2018-10-20 (3:25:46).
- ↑ 21.0 21.1 Interview, 2018-10-20 (9:10).
- ↑ Twitter - Better luck next time.
- ↑ 23.0 23.1 Liveübertragung, 2020-08-28 (2:07:26).
- ↑ 24.0 24.1 24.2 24.3 Liveübertragung, 2020-07-25 (53:08).
- ↑ 25.0 25.1 Liveübertragung, 2020-06-26 (1:28:10).
- ↑ 26.0 26.1 Podcast, 2021-09-29 (52:58).
- ↑ 27.0 27.1 Liveübertragung, 2017-07-28 (1:34:55).
- ↑ Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Liveübertragung, 2017-07-28 (23:20).
- ↑ Liveübertragung, 2017-10-16 (25:56).
- ↑ 31.0 31.1 31.2 31.3 Liveübertragung, 2017-05-24 (45:12).
- ↑ Video, 2023-12-19 (27:14).
- ↑
- ↑ Liveübertragung, 2023-12-19 (1:16:19).
- ↑ Liveübertragung, 2022-09-30 (51:28).
- ↑ 36.0 36.1 36.2 Liveübertragung, 2021-04-30 (1:08:10).
- ↑
- ↑ Liveübertragung, 2018-02-09 (28:17).
- ↑ Liveübertragung, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:05).
- ↑ 42.0 42.1 Liveübertragung, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ Video, 2022-09-30 (15:28).
- ↑
- ↑
- ↑ Video, 2023-05-31 (12:12).
- ↑ Video, 2023-04-28 (17:50).
- ↑ Video, 2023-07-28 (20:50).
- ↑
- ↑ Video, 2023-07-28 (29:23).
- ↑
- ↑
- ↑ Video, 2023-03-31 (9:55).
- ↑ Video, 2023-01-27 (10:27).
- ↑
- ↑
- ↑
- ↑ Video, 2023-04-28 (17:22).
- ↑
- ↑ Video, 2023-09-29 (11:23).
- ↑ Video, 2023-01-27 (7:28).
- ↑ Liveübertragung, 2019-06-28 (1:19:00).
- ↑ Liveübertragung, 2017-05-30 (16:25).
- ↑ 66.0 66.1 66.2 Liveübertragung, 2018-12-06 (48:52).