Healing

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Overhealing indicated by a blue temporary health bar overlay on a player's health bar.[1][2]
No one is going to fill the role of a primary healer other than the healer archetype; but there will be secondary class options that you can select, which will provide you with some level of sustainability under restoration, most of that will be centralized to yourself, especially in the case of a Paladin.[3]Steven Sharif
Q: Will AoE and action heals also heal raid and alliance members?
A: Depending on the type, if it's a templated AoE, yes it would heal any non-combatants essentially.[7]Steven Sharif
You cannot heal enemy mobs. There's just really not a a relevant use-case for that when it comes to the design mechanics of such a thing, other than its primary use, which would be to grief other players.[8]Steven Sharif
  • Certain healing abilities, such as Communal Restoration, can overheal. This is indicated by a blue temporary health bar overlay on top of a player's health bar.[1][2] If the temporary health points expire without being consumed they do not count as effective heals.[1]
Q: Do you plan to add any sort of counters for healing? For example, a debuff that applies a reduced healing effect or maybe even cause damage upon healing?
A: Ashes aims to be a more difficult leveling experience than perhaps we have been accustomed to over the past decade of MMO gameplay. And with that in mind, when it comes to balancing during Alpha-2 and thereafter, there is not going to be an overage of healing that's available. We will tune those things. We'll have an opportunity to balance those things... Some of the debuff options that the fighter class has within their class kit are debuffs that can reduce received healing on the target.[9]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Origin Description
Barrier Barrier.png Kleriker Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[10][11]
Blood Fusion Blood Fusion.png Kämpfer Return 100% of damage dealt as health and 50% of damage dealt as mana over the next 6 seconds. If activated while below 50% health, gain 25% increased damage mitigation and healing received over the duration.[12]
Castigation CastigationIcon.jpg Kleriker Lashes your target with holy energy whip, dealing direct damage and restoring health and mana to yourself over time.[13][14][15][16]
Communal Restoration Communal Restoration Icon2.png Kleriker 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.[1][17] This can overheal.[1]
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.[18][19]
Consuming Lethal Blow Consuming Lethal Blow Skill Tree IconAlpha.png Kämpfer Lethal Blow returns 50% of overkill damage dealt as health and mana.[20]
Defiant Light Defiant Light.png Kleriker 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.[21][22]
Deliverance Deliverance.png Kleriker 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.[23][24]
Devotion DevotionIcon.jpg Kleriker Launch an orb of energy into the air that will fall upon your target, healing them.[25][14][26][16]
Divine Censure DivineCensureIcon.jpg Kleriker Hurls a radiant spear at the target, dealing damage.[27][14][28][16]
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.[29][30]
Divine Infusion Divine Infusion.png Kleriker Consume Divine Power to instantly complete the remaining cast time of any healing spell currently being cast. The amount of Divine Power consumed is proportional to the amount of cast time remaining upon activation.[31][32][33][34]
Divine Light DivineLightIcon.jpg Kleriker Heals your target with a flash of light. Reduces the cooldown of Devotion and Radiant Burst.[35][14]
Flash Cure Flash Cure.png Kleriker Instantly heal target ally. This may be used during other ability activations.[36][37]
Healing Aura Healing Aura.png Caravan Provides healing to nearby defenders over time.[38]
Healing Touch Healing Touch.png Kleriker Heal target ally in melee range for a large amount of health.[39][40]
Indomitable Spirit Indomitable Spirit.png Tank 30% increased max HP and 30% increased healing received.[41]
Judgment Judgment Icon2.png Kleriker 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.[42][43]
Mend Mend.png Kleriker 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.[44][45]
Radiant Burst RadiantBurstIcon.jpg Kleriker Heals allies around you in a wide area for a large amount.[46] Stacks up to 3 times.[14]
Regeneration RegenerationIcon.jpg Kleriker Bathe your target with restorative energy that heals them over time.[47][14]
Resplendent Beam Resplendent Beam.png Kleriker 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.[48][49]
Shake It Off Shake It Off.png Tank Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[50]
Soothing Glow Soothing Glow.png Kleriker Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[51][52]
Wings of Salvation Wings of Salvation.png Kleriker Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[53][54] An ally is defined as any non-combatant player or non-mob NPC.[55]

Cleric augments

Klassen with Kleriker as a secondary archetype are able to choose between life or death augments.[5][6]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[5]Steven Sharif

Gesundheit

During PvP, detailed information about your opponent's HP is obscured. This means you will not know the exact HP percentage an opponent has.[59]

Gesundheit is a stat in Ashes of Creation.[60][61]

If you are targeting another player specifically, another player not an NPC. If you're targeting another player and that player is not a member of your guild, alliance, raid, or party- those are the four affiliation factors. If they're not a part of those four groups you will not have specific information of their HP level. You will have quarters of information to their [HP] level and you may progress to get that a bit more granular, perhaps to sixths or eighths. You're not going to have exact information about what amount of hit points they have available to them. That level of obfuscation protects a bit of that engagement, that TTK interaction. So you might overshoot a target if you don't know exactly if they're down to their last 20% or 25%. That I think is a very healthy thing to have in PvP, but it is not a normal game design mechanic.[62]Steven Sharif

Rollen

In Ashes of Creation wird es das traditionelle Trippel aus den Rollen Tank, DD und Support/Heiler geben.[65][66]

  • Obwohl traditionelle Rollen vorhanden sind, sollten sich die Spieler nicht durch ihren primären Archetypen geprägt fühlen.
  • Die im Klassensystem verfügbaren Fähigkeitserweiterungen ermöglichen es, Charaktere außerhalb ihrer Hauptrolle zu personalisieren.
  • Spieler können auch ihre Wahl des Archetyps verdeutlichen, um ihre Hauptrolle zu stärken.

Klassenfähigkeiten

Primäre Fähigkeiten (Klassenfähigkeiten) basieren auf dem Archetyp eines Spielers.[68] Spieler können ihre primären Fähigkeiten durch die Ergänzung um einen sekundären Archetyp (Sekundärklasse) personalisieren.[68][69]

  • Die Wahl des gleichen primären und sekundären Archetyps erhöht die Betonung auf diesen Archetyp.[70]
  • Jede Fertigkeit im Primärbaum hat mindestens vier Erweiterungsmöglichkeiten aus dem Sekundärbaum.[71]
  • In Bezug auf den Fähigkeitsfortschritt können die Spieler wählen, ob sie in die Breite gehen und eine Reihe von verschiedenen Fähigkeiten erwerben wollen oder ob sie vertieft auf einige spezifische Fähigkeiten eingehen wollen.[72]
  • Das Ändern der Fertigkeitserweiterungen erfordert, dass der Spieler zu einem NSC in einem Dorf-Knotenpunkt oder höher geht.[73]
  • Aktive Fähigkeiten können nach der Anwendung einer Erweiterung völlig anders aussehen.[74]

You only get active skills from your primary class and that active skill could look totally different after an augment gets applied. It really depends on what the augment is.[74]Steven Sharif

Key for the augment system is that these augments are meant to demonstrate a core identity of the secondary class type you've chosen. So if from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[75]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[76]Steven Sharif

Talentpunkte

Alpha-1 Vorschau der Talent Benutzeroberfläche.[77]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[78]Steven Sharif

Spieler erhalten Talentpunkte wenn sie im Level aufsteigen. Diese können genutzt werden um Aktive, Passive oder Kampf/Waffen- Talentbäume zu erlernen/verbessern.[79][80][81][82]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[85]Steven Sharif

Balancing

Die 64 Klassen sind in acht primäre Archetypen unterteilt. Das Balancing der aktiven Skills bezieht sich nur auf diese acht primären Archetypen.[86][87]

  • Jedem Archetypen sind vier Gruppen von Erweiterungen zugewiesen. Das Balancing der Erweiterungen bezieht sich auf die vier Erweiterungs-Gruppen von jedem der acht Archetypen.[87]

Auch wenn Erweiterungen die Art und Weise, wie Ihre aktiven Fertigkeiten Ihnen Fähigkeiten verleihen, radikal verändern, liegt der Schwerpunkt immer noch auf dem Basisarchetyp selbst und nicht auf den 64 ganzen Klassen. [86]Steven Sharif

Wir reden hier nicht wirklich von 64 echten Klassen, wir reden von acht Klassen mit 64 Varianten … Es gibt nicht so viele Unterschiede zwischen den 64 Klassen, wie man vielleicht erwarten würde. Es ist nicht so, dass es 64 verschiedene Versionen von... radikal unterschiedlichen Klassen gibt.[86]Jeffrey Bard

Balancing in Ashes of Creation wird auf Gruppen ausgerichtet sein und nicht auf 1v1 Kämpfe.[86][88]

Es wird 1-gegen-1-Matches geben, bei denen eine Klasse einer anderen überlegen ist; und diese Anwendung sollte eine Stein-Schere-Papier-Dynamik sein. Wir möchten, dass es ein Gegenspiel zwischen den verschiedenen Klassen gibt ... Stattdessen wird es ein gruppenorientiertes Gleichgewicht geben, bei dem, solange die Vielfalt der Klassen vorhanden ist, gleiche Wettbewerbsbedingungen herrschen. Es wird sehr von Geschick und Strategie abhängen.[88]Steven Sharif

Bestimmte sekundäre Archetypen können die Lücke zu ihrem Konter schließen.[89]

Bestimmte Archetypen sind in der Lage, die Kluft zwischen ihren Gegenstücken per se zu verschieben. Wenn ich ein Tank-Archetyp bin und ein Magier mein Konter ist, kann ich einen Magier-Sekundarteil nehmen und die Kluft ein wenig überbrücken; und dann meine Identität ganz leicht in diese Richtung verschieben. [89]Steven Sharif

Der Alpha 1 Test ist primär auf die Kernfunktionalität fokussiert, anstatt auf das Balancing des Kampfsystems .[90]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[91]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[91]Steven Sharif

Ashes of Creation Apocalypse healing potions

- None -

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[95]

These classes relate to the trinity of classes: Tank, DPS and Support.[95][96]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[97]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[94]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[94][98]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[98]Steven Sharif

Ashes of Creation Apocalypse classes only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[99]

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 Video, 2023-07-28 (16:02).
  2. 2.0 2.1 Video, 2023-07-28 (33:49).
  3. 3.0 3.1 3.2 3.3 Liveübertragung, 2022-12-02 (1:02:54).
  4. 4.0 4.1 Liveübertragung, 2020-07-25 (58:38).
  5. 5.0 5.1 5.2 5.3 Interview, 2018-05-11 (51:11).
  6. 6.0 6.1 Liveübertragung, 2018-10-31 (47:18).
  7. 7.0 7.1 Liveübertragung, 2023-07-28 (59:33).
  8. 8.0 8.1 Liveübertragung, 2022-12-02 (1:01:15).
  9. 9.0 9.1 Interview, 2023-09-10 (9:52).
  10. Video, 2023-07-28 (19:50).
  11. Barrier Info Panel.png
  12. Blood Fusion Description.png
  13. a1castigation.png
  14. 14.0 14.1 14.2 14.3 14.4 14.5 toast-keybinds-skills.png
  15. Video, 2020-11-01 (0:33).
  16. 16.0 16.1 16.2 alpha-1-cleric-spells.png
  17. Communal Restoration Info Panel.png
  18. Video, 2023-07-28 (17:32).
  19. Consecrating Wave Info Panel.png
  20. Consuming Lethal Blow Description.png
  21. Video, 2023-07-28 (22:12).
  22. Defiant Light Info Panel.png
  23. Video, 2023-07-28 (7:34).
  24. Deliverance Info Panel.png
  25. a1devotion.png
  26. Video, 2020-11-01 (1:09).
  27. a1divinecensure.png
  28. Video, 2020-11-01 (0:51).
  29. Video, 2023-07-28 (18:26).
  30. Divine Flare Info Panel.png
  31. Video, 2023-07-28 (25:36).
  32. Divine Infusion Info Panel.png
  33. Video, 2023-05-31 (16:58).
  34. Divine Power Buff Description.png
  35. a1divinelight.png
  36. Video, 2023-07-28 (10:03).
  37. Flash Cure Info Panel.png
  38. Healing Aura Description.png
  39. Video, 2023-07-28 (23:28).
  40. Healing Touch Info Panel.png
  41. Indomitable Spirit Description.png
  42. Video, 2023-07-28 (15:15).
  43. Judgment Info Panel.png
  44. Video, 2023-07-28 (5:16).
  45. Mend Info Panel.png
  46. a1radiantburst.png
  47. a1regeneration.png
  48. Video, 2023-07-28 (12:04).
  49. Resplendent Beam Info Panel.png
  50. Shake It Off Description.png
  51. Video, 2023-07-28 (9:22).
  52. Soothing Glow Info Panel.png
  53. Video, 2023-07-28 (24:03).
  54. Wings of Salvation Info Panel.png
  55. Video, 2023-07-28 (24:16).
  56. steven-cleric-augments.png
  57. 57.0 57.1 Liveübertragung, 2020-07-25 (1:41:46).
  58. Liveübertragung, 2018-04-8 (PM) (11:27).
  59. 59.0 59.1 [X.com - Hidden HP Values. X.com - Hidden HP Values.]
  60. 60.0 60.1 60.2 Liveübertragung, 2020-07-25 (1:33:37).
  61. 61.0 61.1 61.2 Liveübertragung, 2020-01-30 (1:40:48).
  62. 62.0 62.1 62.2 Liveübertragung, 2024-01-31 (59:45).
  63. Liveübertragung, 2021-07-30 (1:10:34).
  64. steven-health-nameplate.png
  65. Blog: Gruppen Dynamik
  66. Liveübertragung, 22. Mai 2017 (46:04).
  67. Video, 7. Februar 2017 (0:02).
  68. 68.0 68.1 progression.png
  69. class secondary.png
  70. class same.png
  71. Liveübertragung, 9. Februar 2018 (41:56).
  72. Liveübertragung, 2017-11-16 (30:02).
  73. Liveübertragung, 8. April 2018 (PM) (20:45).
  74. 74.0 74.1 Interview, 11. Mai 2018 (53:15).
  75. Liveübertragung, 16. Oktober 2017 (1:00:44).
  76. Interview, 2018-08-08 (22:27).
  77. Liveübertragung, 2021-06-25 (23:08).
  78. Liveübertragung, 2020-08-28 (1:12:50).
  79. Interview, 2020-07-29 (55:44).
  80. Interview, 2020-07-19 (53:59).
  81. Interview, 2020-07-18 (1:07:51).
  82. 82.0 82.1 Liveübertragung, 2017-07-28 (19:05).
  83. Liveübertragung, 2017-11-16 (30:02).
  84. Interview, 2020-07-29 (54:44).
  85. Liveübertragung, 2020-08-28 (1:19:24).
  86. 86.0 86.1 86.2 86.3 Liveübertragung, 2020-10-30 (33:26).
  87. 87.0 87.1 Interview, 2018-10-20 (2:40:17).
  88. 88.0 88.1 88.2 Podcast, 2018-04-23 (59:28).
  89. 89.0 89.1 Podcast, 2018-04-23 (1:01:01).
  90. Liveübertragung, 2021-05-28 (1:13:05).
  91. 91.0 91.1 Interview, 2018-08-08 (19:40).
  92. 92.0 92.1 Interview, 2018-08-17 (12:05).
  93. 93.0 93.1 Interview, 2018-12-06 (2:04).
  94. 94.0 94.1 94.2 Interview, 2018-08-17 (8:16).
  95. 95.0 95.1 95.2 Liveübertragung, 2019-01-11 (41:20).
  96. Interview, 2018-10-20 (11:38).
  97. Liveübertragung, 2019-11-22 (59:37).
  98. 98.0 98.1 Liveübertragung, 2019-01-11 (58:40).
  99. Reddit Q&A, 2019-01-8.