Collision

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There are player and spell/projectile collision mechanics in Ashes of Creation.[1][2][3]

  • 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.[4][3]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[6]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[1]
Not all projectiles can be body-blocked. Some potentially can, but there will be certain abilities and effects, like a shield wall, that can that can be brought up and that will obscure line-of-sight to the target as well; and it will restrict some of those attacks from occurring.[2]Steven Sharif

Templated (action) 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.[7][8][9][10]

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.[9]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[11]
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.[11]Steven Sharif
Q: Why did you move away from arrows being projectiles?
A: We are still using projectiles, but we are using a locking mechanism in tab-targeting for those projectiles to home to the target should you have a valid angle in that perspective. The action side of that is that you can blind-fire projectiles.[7]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png Waldläufer 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.[13] The root effect is nature based.[14]
Ball Lightning Ball Lightning Icon.png Magier 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.[15][16][17]
Blizzard Blizzard.png Magier 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.[18][19][15]
Brutal Cleave Brutal Cleave.png Kämpfer Perform a wide sweeping attack, dealing damage to all enemies in front of you. This ability shares a cooldown with Overpower, and hitting an enemy with a weapon combo finisher reduces its cooldown by 8 seconds. +10-20 Combat Momentum (based on number of targets hit) [20]
Cataclysm Cataclysm.png Kämpfer Deal heavy damage and apply Shaken to all enemies in a large area in front you. Shaken enemies have a 5% chance to Trip when hit, and the effect is removed when triggered. This chance doubles when hit by Riled targets.[21]
Cone of Cold Cone of Ice.png Magier Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[15][22][23]
Consecrating Wave Consecrating Wave.png Kleriker Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[24][25]
Divine Flare Divine Flare.png Kleriker Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[26][27]
Ensnaring Vine Field Ensnaring Vine Field Icon.png Waldläufer Enemies are Snared while within Vine Field's area of effect.[28]
Fissure Mage Spell 7.png Magier 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.[29]
Grapple Grapple Icon.png Tank 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.[30][31]
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Heartseeking Snipe Heartseeking Snipe Skill Tree IconAlpha.png Waldläufer Snipe has a 30% increased chance to critically hit against enemies beyond 20 meters.[32]
Hunt of the Bear Hunt of the Bear.png Waldläufer Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[33]
Hunt of the Raven Hunt of the Raven.png Waldläufer Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[34]
Hunt of the Tiger Hunt of the Tiger.png Waldläufer Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[35]
Inciting Strikes IncitingStrikesIcon.png Tank Slashes twice in a forward cone while adding additional threat.[36]
Leap Strike Leap Strike.png Kämpfer Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[37]
Longbow basic attack Bow basic attack.png Longbow 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.[38][39][40]
Lunging Assault Lunging Assault.png Kämpfer 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.[41]
Magma Field (Lavastorm).png Magier 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.[42]
Maim Maim.png Kämpfer Perform a powerful melee strike in a short forward cone, dealing physical damage to all targets hit, plus 100% additional damage to recently tripped targets.[43]
Mark of the Bear Mark of the Bear.png Waldläufer Marks the target, reducing their mitigation by 25%.[44]
Mark of the Raven Mark of the Raven.png Waldläufer Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[45]
Mark of the Tiger Mark of the Tiger Icon clean.png Waldläufer Marks the target, increasing critical chance versus the target by 50%.[46]
Meteor (Meteor Shower).png Magier 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.[47]
Mortal Headshot Mortal Headshot Skill Tree IconAlpha.png Waldläufer Headshot deals 50% additional damage to targets below 50% of their maximum health.[48]
Piercing Shot Piercing Shot.png Waldläufer Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[49]
Quake Quake.png Magier 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.[50]
Raining Death Raining Death reskin.png Waldläufer Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[51]
Refreshing Headshot Mortal Headshot Skill Tree IconAlpha.png Waldläufer Headshot refunds 4 seconds of its cooldown when it hits a Marked target.[52]
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.[53]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[39][40]
Snipe Snipe New.png Waldläufer Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[54]
Tremoring Bellow TremoringBellowIcon.png Tank 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.[55]
Vine Field Vine Field reskin.png Waldläufer 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 10s of snare duration are rooted. This effect can only trigger once per target.[56]
Whirlwind Whirlwind.png Kämpfer 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.[57]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[59]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[60]
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.[59]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[61]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[62]

Siehe auch

Einzelnachweise