Allgemeine Fähigkeiten
Zusätzlich zu den Klassen-spezifischen Fähigkeiten könnte es universal skills wie z.B. Aktives Blocken oder Ausweichen geben.
Allgemeine Fähigkeiten werden voraussichtlich an den passiven Talentbaum des Spielers angepasst.
- Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[1] – 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.[2]
- 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.[3]
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.[3] – 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.[3] – Steven Sharif
Ausweichen
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[5][6][7]
- Ausweichen is a universal skill that is able to be unlocked by all archetypes.[8][1]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[5]
- 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.[7]
- 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.[6] – Steven Sharif
Passive Fähigkeiten
Passive Fähigkeiten are used to augment weapon usage, armor usage, health regeneration, and passive stats.[10]
- Passive skills can be levelled up by allocating skill points on the skills UI.[10]
- Passive skills enable players to work toward mastery of a weapon.[11]
- Passive skills are based on the player's choice of primary archetype.[12]
- Some passives may be introduced with the choice of secondary archetype, but this hasn't been finalized yet.[13]
- All these passive abilities: mana regen, attack damage, critical hit damage, health regeneration, defense mitigation, maximum health: A lot of different changes from the passive side of things and these are based on what archetype you've chosen.[12] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Act of War | Kämpfer | Switching forms no longer triggers cooldowns or costs Combat Momentum.[14] | |
Blade Twist | Greatsword | Adds Wound to Greatsword Combo finishers and Extended Finishers.[15] | |
Brutality | Kämpfer | Weapon combo finishers and extended finishers apply 5 Wound stacks, plus an additional Wound for every 10 stacks already on the target. Each wound stack reduces target healing received by 0.5% and target damage mitigation by 0.15%, up to a maximum of 100 stacks.[16] | |
Burning Blade | Greatsword | Add Burning to Greatsword Combo finishers and Extended Finishers.[17] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[18] | |
Climactic Whirlwind | Kämpfer | Perform a final swing in an area in front of you after ending Whirlwind's channel, dealing heavy damage and generating 5-10 Combat Momentum based on number of targets hit.[19] | |
Consuming Lethal Blow | Kämpfer | Lethal Blow returns 50% of overkill damage dealt as health and mana.[20] | |
Extended Duration I | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[21] | |
Extended Duration II | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[22] | |
Extended Duration III | Greatsword | Extends the duration of the Second Strike and Perfect Timing proc effects by 2.5 seconds.[23] | |
Extra Stacks I | Greatsword | Second Strike and Perfect Timing now stack up to 2 times.[24] | |
Greater Brutality | Kämpfer | Overpower and Brutal Cleave apply 10 Wound stacks to enemies hit.[25] | |
Greatsword Hit 3+ | Greatsword | Weapon Combo Finisher. Greatsword Hit 3+ Unlocked. Has 25% chance to proc. Increased damage.[26] | |
Greatsword Hit 3+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[27] | |
Greatsword Hit 3+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[28] | |
Greatsword Hit 3+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 3+ by 10%.[29] | |
Greatsword Hit 4 | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4 Unlocked. Increased damage.[30] | |
Greatsword Hit 4+ | Greatsword | Weapon Combo Extended Finisher. Greatsword Hit 4+ Unlocked. 25% chance to proc. Increased damage.[31] | |
Greatsword Hit 4+: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[32] | |
Greatsword Hit 4+: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[33] | |
Greatsword Hit 4+: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[34] | |
Greatsword Hit 4: Extra Damage I | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[35] | |
Greatsword Hit 4: Extra Damage II | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[36] | |
Greatsword Hit 4: Extra Damage III | Greatsword | Increases the damage of Greatsword Hit 4 by 10%.[37] | |
Guard | Greatsword | Your abilities have a 30% chance to proc Guard. Guard: Your next weapon combo finisher grants 6 seconds of temporary health equal to 1-3% of your maximum health.[38] | |
Keen Edge | Greatsword | Your abilities have a 30% chance to proc Keen Edge. Keen Edge: Your next weapon combo finisher has +100% chance to critically hit.[39] | |
Meditative Form of the River | Kämpfer | Form of the River increases your mana regeneration by 0.01% of your maximum mana per point of Combat Momentum you have.[40] | |
Overdrive | Kämpfer | After completing the final spin, you may continue spinning at maximum speed while rapidly depleting your Momentum. Ends after Momentum is fully depleted or after stopping the channel.[41] | |
Perfect Timing | Greatsword | Adds the Perfect Timing proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Perfect Timing Reduces the Cooldown of the next ability you cast by 5 seconds.[42] | |
Potency I | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[43] | |
Potency III | Greatsword | Second Strike - Increases the damage of the Second Strike Proc by 25%. Perfect Timing - Increases the cooldown reset by 1 second.[44] | |
Raging Blitz | Kämpfer | Blitz generates 20 Combat Momentum.[45] | |
Recharging Lunging Assault | Kämpfer | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[46] | |
Refreshing Followthrough | Greatsword | Your abilities have a 30% chance to proc Refreshing Followthrough. Refreshing Followthrough: Your next weapon combo finisher restores 3-5% of your maximum mana.[47] | |
Reinvigorating Exert | Kämpfer | Exert additionally refreshes all ability cooldowns by 1% per point of Combat Momentum the caster has upon activation.[48] | |
Reinvigorating Lethal Blow | Kämpfer | Killing an enemy with Lethal Blow resets the cooldown of Blitz.[49] | |
Relentless Form of the Avalanche | Kämpfer | Form of the Avalanche causes your weapon combo attacks to apply 3 stacks of Staggered to enemies hit, plus 1 additional stack per 30 Combat Momentum you have. Staggered reduces physical accuracy by 0.1% per stack and physical disable reduction by 1% per stack.[50] | |
Second Strike | Greatsword | Adds Second Strike proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: Second Strike When you strike a target for physical damage with an ability, it gets struck again.[51] | |
Slicing Maim | Kämpfer | Maim launches a piercing projectile that deals damage to enemies in its path.[52] | |
Swordmaster: Consistent I | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum possible health restored by 0.5% Max HP.[53] | |
Swordmaster: Consistent II | Greatsword | Adds Swordmaster: Swiftness - Increases effect duration by 0.5s. Swordmaster: Endurance - Increases minimum health restored by 0.5% Max HP.[54] | |
Swordmaster: Endurance | Greatsword | Adds Swordmaster: Endurance proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to recover 2-4% of your maximum health.[55] | |
Swordmaster: Potential I | Greatsword | Adds Swordmaster: Swiftness - +5% Attack speed from effect. Swordmaster: Endurance - Increases maximum possible health restored by 1% Max HP.[56] | |
Swordmaster: Proc Rate I | Greatsword | Increases all Swordmaster effect proc rates by 25%.[57] | |
Swordmaster: Proc Rate II | Greatsword | Increases all Swordmaster effect proc rates by 25%.[58] | |
Swordmaster: Proc Rate III | Greatsword | Increases all Swordmaster effect proc rates by 25%.[59] | |
Swordmaster: Swiftness | Greatsword | Adds Swordmaster: Swiftness proc to Greatsword Combo Finisher Procs & Extended Finisher Procs: 25% chance to gain 25% attack speed for 1.5 seconds. Stack up to 2 times.[60] | |
Unstoppable Exert | Kämpfer | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[61] | |
Weapon Mastery: Bows | Bow | Lowers the Cooldown of Barrage and Scatter Shot by 3s upon: Completion of a bow weapon combo; Firing a fully charged Longbow.[62] | |
Weapon Proficiency IX | Greatsword | Increased Attack Speed by 1%.[63] | |
Weapon Training: Deflection | Greatsword | Increases your Evasion by 0.5%.[64] | |
Weapon Training: Followthrough | Greatsword | Increases your Mitigation Penetration by 0.5%.[65] | |
Weapon Training: Power | Greatsword | Increases your Critical Damage by 0.5%.[66] | |
Weapon Training: Precision | Greatsword | Increases your Accuracy by 0.5%.[67] |
Mobilität
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[70][71][72][73][74]
- 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.[70] – 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.[70][75]
- Movement speed can decrease significantly depending on the type of ability.[70]
- Weapon weight can also affect mobility.[71]
- Fähigkeiten with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[70][75][76][77]
- 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.[75] – Steven Sharif
- Ranged archetypes will have gap openers to counter gap closers from archetypes like the Kämpfer.[78]
- 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.[78] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[79][80]
- 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.[84] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Waldläufer.[85][86]
- 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.[85] – 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.[86] – Steven Sharif
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 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.[87] The root effect is nature based.[88] | |
Blink | Magier | Instantly teleport a set distance in the direction you are moving.[89][90] | |
Blitz | Kämpfer | Charge directly toward target enemy, dealing Physical damage to the target on arrival.[91] | |
Call of the Wild | Waldläufer | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[92] | |
Caravan Trail Speed Bonus | Caravan | Minor speed boost for travelling on a simple trail.[18] | |
Exert | Kämpfer | 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.[93] | |
Form Of Celerity | Kämpfer | 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.[94] | |
Form Of Fluidity | Kämpfer | 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.[95] | |
Leap Strike | Kämpfer | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[96] | |
Lunging Assault | 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.[97] | |
Recharging Lunging Assault | Kämpfer | Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[46] | |
Shield Assault | 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.[98] | |
Speed Boost | Caravan | Gives the caravan a temporary speed boost.[99] | |
Unstoppable Exert | Kämpfer | Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[61] | |
Whirlwind | 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.[100] | |
Wings of Salvation | Kleriker | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[101][102] An ally is defined as any non-combatant player or non-mob NPC.[103] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[105]
- 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.[105] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[107]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[108]
- Double-jumping has been considered as an option for player mounts.[110]
- Unreal Engine 5 mantling was demonstrated by the developers.[79][111]
Weapon weights
Das Waffengewichts bezieht sich darauf, wie sich die Masse einer Waffe auf ihre Leistung im Kampf auswirkt. [71]
- Leichte Waffen unterliegen weniger Beschränkungen hinsichtlich der Handlungsfähigkeit und Bewegung des Spielers. [113]
- Mittlere Waffen existieren in einem Spektrum zwischen leichten und schweren Waffen. [113]
- Schwere Waffen werden den Spieler während Teilen der Kampfanimation zunehmend festhalten. [113]
- There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[113] – Steven Sharif
Siehe auch
Einzelnachweise
- ↑ 1.0 1.1 Liveübertragung, 2021-11-19 (50:38).
- ↑
- ↑ 3.0 3.1 3.2 Liveübertragung, 2020-06-26 (1:19:50).
- ↑ 4.0 4.1 4.2 Liveübertragung, 2020-08-28 (1:19:24).
- ↑ 5.0 5.1 Liveübertragung, 2023-01-27 (1:06:02).
- ↑ 6.0 6.1 Liveübertragung, 2022-06-30 (51:17).
- ↑ 7.0 7.1 Liveübertragung, 2020-01-30 (1:34:12).
- ↑ Liveübertragung, 2023-12-19 (1:49:56).
- ↑ Liveübertragung, 2020-06-26 (1:24:06).
- ↑ 10.0 10.1 Liveübertragung, 2020-08-28 (1:12:50).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 12.0 12.1 Liveübertragung, 2021-06-25 (23:08).
- ↑ Liveübertragung, 2023-03-31 (1:30:07).
- ↑
- ↑
- ↑
- ↑
- ↑ 18.0 18.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 46.0 46.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 61.0 61.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 68.0 68.1 Liveübertragung, 2021-02-26 (27:41).
- ↑ Video, 2021-02-26 (6:17).
- ↑ 70.0 70.1 70.2 70.3 70.4 Liveübertragung, 2023-07-28 (1:02:23).
- ↑ 71.0 71.1 71.2 Liveübertragung, 2022-06-30 (46:30).
- ↑ Liveübertragung, 2021-07-30 (31:22).
- ↑ Interview, 2021-06-13 (4:12).
- ↑ Liveübertragung, 2021-05-28 (1:13:05).
- ↑ 75.0 75.1 75.2 Liveübertragung, 2022-12-02 (59:47).
- ↑ Liveübertragung, 2020-04-30 (1:17:13).
- ↑ Liveübertragung, 2017-05-08 (43:30).
- ↑ 78.0 78.1 Liveübertragung, 2024-03-29 (2:01:57).
- ↑ 79.0 79.1 Liveübertragung, 2021-12-23 (55:32).
- ↑ Video, 2021-12-23 (23:53).
- ↑ 81.0 81.1 Liveübertragung, 2022-10-14 (48:45).
- ↑ 82.0 82.1
- ↑ Liveübertragung, 2020-06-26 (1:30:40).
- ↑ 84.0 84.1 Liveübertragung, 2022-06-30 (49:42).
- ↑ 85.0 85.1 Liveübertragung, 2023-12-19 (1:16:19).
- ↑ 86.0 86.1 Liveübertragung, 2022-09-30 (51:28).
- ↑
- ↑ Video, 2022-09-30 (15:28).
- ↑
- ↑ Video, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ Video, 2023-01-27 (5:07).
- ↑
- ↑
- ↑ Video, 2023-07-28 (24:03).
- ↑
- ↑ Video, 2023-07-28 (24:16).
- ↑ Video, 2017-05-25 (0:02).
- ↑ 105.0 105.1 Liveübertragung, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ Liveübertragung, 2018-05-04 (51:57).
- ↑ Liveübertragung, 2017-12-15 (1:35:38).
- ↑ Liveübertragung, 2023-05-31 (1:10:08).
- ↑ Video, 2021-12-23 (7:05).
- ↑ Liveübertragung, 2022-10-28 (1:29:48).
- ↑ 113.0 113.1 113.2 113.3 Liveübertragung, 2022-06-30 (42:29).