Hybrid combat

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Waldläufer hybrid combat in Alpha-2.[1]

Ein Teil dessen, was wir mit diesem Ansatz unseres hybriden Kampfes untersuchen, ist, dem Spieler die Funktionalität anzubieten, entweder Tab-Targeting oder einen Fadenkreuz-basierten Action-Kamera-Modus zu verwenden; und sie wissen, dass beide Vorteile haben; und beide bieten dem Spieler das, was er sich am wohlsten fühlt. Alle unsere Angriffe werden gegen Stats sein, es sei denn, es handelt sich um einen Vorlagenangriff. In diesem Fall gibt es bestimmte Boni und/oder stärkere angewendete Chancen für bestimmte Arten von CC-Effekten, die angewendet werden, oder möglicherweise Ausweich- und Genauigkeitsaspekte davon. Das sind alles Dinge, die wir während Alpha 2 testen wollen, um zu sehen, wo die Spielerbasis in diesen beiden Optionen des Action- oder Tab-Target-basierten Angriffsmodus lebt. Der wichtige Teil hier ist, dass dies noch in Arbeit ist.[2]Steven Sharif

Hybridkampf bezieht sich auf die Wahl zwischen Tab und Action Kampf in Ashes of Creation.[3][4][5][6] Eine Umschalttaste (Standard , kann aber an eine andere Taste gebunden werden) erlaubt dem Spieler, zwischen Action- und Tab-Kampfmodi zu wechseln.[7][8][9][10]

  • Die Action-Modus-Kamera ist mit dem Fadenkreuz des Spielers verbunden.reticle (crosshair).[11][12]
    • Es wird wahrscheinlich einen Hotkey geben, der, wenn er gedrückt gehalten wird, freie Kamerabewegungen im Aktionsmodus ermöglicht. [12]
    • Zukünftig wird der Anwender die Möglichkeit haben, zwischen verschiedenen Fadenkreuz-Aussehen zu wählen. [13]
  • Gezielte Fähigkeiten erfordern entweder ein Softoder or hard gesperrtes Ziel. [11]
    • Soft locking ist, wenn sich das Fadenkreuz im Aktionsmodus über ein gültiges Ziel bewegt . Die Zieltafel erscheint leicht ausgegraut, um anzuzeigen, dass es sich um ein Soft-Lock-Ziel handelt. Bewegt sich das Fadenkreuz vom Ziel weg oder bewegt sich das Ziel vom Fadenkreuz weg, geht das Ziel verloren. [11].
    • Hard locking ist, wenn der Spieler die rechte Maustaste auf einem weich gesperrten Ziel im Aktionsmodus verwendet oder wenn der Spieler ein gültiges Ziel im Tab-Modus auswählt . Die Zieltafel wird nicht ausgegraut, um anzuzeigen, dass ein fest fixiertes Ziel ausgewählt ist. Anders als beim Soft Lock geht das Ziel nicht verloren, wenn es sich aus dem Fadenkreuz bewegt. Tabwechselt im Aktionsmodus basierend auf der Annäherungspriorität weiterhin zwischen hart gesperrten Zielen. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[14][11]

Q: Was sind die Vorteile von Tab versus Action? Ich habe das Gefühl, dass viele Leute denken, dass Tab einfach einfacher ist, also warum sollte ich Aktion verwenden?

A: Wenn die dich in einer massiven Schlägerei befindest, könnte die Fähigkeit, Ziele auszuwählen, die weit hinten liegen, für Benutzer von Tab-Zielen vorteilhafter sein, da sie klicken können, aber die Reaktionszeit, um ein Ziel zu erreichen Ziel für einen Cursor im Vergleich zum Erfassen eines Ziels für ein Fadenkreuz ist viel schneller und weniger umständlich, da es nicht so viele Aktionen seitens des Benutzers erfordert.[17]Steven Sharif

Vorlagen und zielgerichtete Versionen von Fähigkeiten haben unterschiedliche Eigenschaften.[2][7][18][19][20]

Skill-Fortschritte, die Zuweisung von Skillpunkten wird vom Spieler bestimmt. Der Spieler wird in der Lage sein, entweder eher Tab-Target-orientierte Fähigkeiten oder mehr aktionsbasierte Fähigkeiten zu wählen und sein spielbares Erlebnis an seine Vorlieben anzupassen. Aus balancierender Sicht müssen wir für uns Entwickler sicherstellen, dass bestimmte Fähigkeiten bestimmte Funktionen beherbergen, damit es ein Gleichgewicht zwischen Skillshots und Tab-Target-Fähigkeiten gibt.[19]Steven Sharif
  • Zielfertigkeiten werden ausgegraut, wenn sich das Ziel nicht innerhalb einer gültigen Reichweite befindet, aber bei Skillvorlagen muss der Spieler im Allgemeinen die richtige Reichweite für die Fertigkeit einschätzen. [21]
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • Es ist möglicherweise nicht möglich, nur aktions- oder tabellarische Fähigkeiten vollständig zu spezifizieren. Es kann eine Obergrenze von 75 % für die Auswahl von Fähigkeiten eines beliebigen Typs geben.[19]
  • Aus Gründen der Ausgewogenheit sind bestimmte Fertigkeitstypen entweder Registerkarten- oder aktionsorientierte Fertigkeiten. [23]
    • Harte CCs können in aktionsorientierten Fertigkeiten untergebracht sein, da es sich um Fertigkeitsschüsse handelt, die schwieriger zu landen sind.[23][19]
    • Weichere CCs würden in Tab-gezielten Fähigkeiten untergebracht.[23]
Als Beispiel: Sagen wir, du spielst eine Fernkampfklasse. Du könntest einen aktionsorientierten Power-Shot in deinem Fähigkeitsbaum haben oder einen Power-Shot auf ein einzelnes Ziel haben, der ansteigt und mehr Schaden anrichtet.[20]Steven Sharif

Targeted skills

Targeted skills require either a soft or hard locked target.[21][11]

  • Soft locking is when the reticle moves over a valid target while in action mode. The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[11].
  • Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[14][11]
  • Targeted skills will be greyed out if the target is not within a valid range.[21]
  • The developers will be testing additional targeting methods, such as target-of-target as well as separate friendly and enemy targets, most likely during Alpha-2.[25]
Skill Icon Base skill
Arcane Volley Arcane Volley (Active).png Fires a volley of arcane missiles at your target, dealing arcane damage with each hit.[26][27]
Barrage Barrage Icon.png Fires a continual barrage of arrows at your target for 1.5 seconds, dealing 12% physical damage per arrow.[28]
Barrier Barrier.png Sacrifice 25% of your maximum health to place a health shield on target ally for 10 seconds. Does not stack.[29][30]
Bear Trap Bear Trap Icon.png Spawn a Trap at the target location, which arms after 1 second. When an enemy triggers the Trap, they take damage and become Rooted for 2 seconds.[31]
Bless Weapon Bless Weapon.png Imbues your target's weapon with radiant light, causing each of their weapon combo attacks to deal additional radiant damage and applies a mana regeneration buff to the caster. Each hit extends the duration of the mana regeneration buff, up to a maximum of 15 seconds. Has a 10% chance to proc bonus radiant damage and apply a stack of Burning to the target.[32][33]
Chain Lightning Chain Lightning Icon clean.png 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.[34][35][36]
Condemn Condemn.png Stun target enemy for 3 seconds.[37][38]
Defiant Light Defiant Light.png 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.[39][40]
Deliverance Deliverance.png 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.[41][42]
Fireball Fireball (Active).png Instantly hurl a ball of fire toward your target, dealing fire damage and applying 1 stack of Burning to target on impact. Burning deals periodic fire damage over time for each stack applied. When the target reaches 5 stacks, they become Conflagrated, dealing extreme fire damage over time.[43] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[44]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing ice damage and applying 2 Chilled stacks to the target on impact. Chilled reduces movement speed of the target for each stack applied. When the target reaches 5 stacks, they become Frozen, rooting them in place for the duration. Hitting a frozen enemy with a lightning spell causes them to Shatter, dealing significant damage and removing the Frozen effect.[45][46]
Headshot Headshot.png Deals 175% physical damage to target enemy.[47]
Healing Touch Healing Touch.png Heal target ally in melee range for a large amount of health.[48][49]
Judgment Judgment Icon2.png 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.[50][51]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing lightning damage and applying 2 stacks of Electrified to the target. This deals additional damage based on how long it was charged. Electrified reduces the target's magical mitigation for each stack applied. When the target reaches 10 stacks, all Electrified stacks are consumed and they become temporarily Shocked. Whenever a Shocked enemy takes damage, they take additional damage and 1 stack of Shocked is consumed. Shocked is initially applied with 20 stacks.[52][53]
Longbow basic attack Bow basic attack.png 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.[54][55][56]
Mend Mend.png 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.[57][58]
Schützen Protect (Active).png Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[59]
Resplendent Beam Resplendent Beam.png 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.[60][61]
Scatter Shot Scatter Shot Icon.png Fires a spread of projectiles, dealing Physical Damage to every enemy target within a 20m cone in front of the caster.[62]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[55][56]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[63]
Slumber Slumber (Active).png 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.[64][65][66]
Smite Smite.png Smite your target, dealing instant damage and applying a stack of Burning to target enemy. Has no cast time and deals increased damage if activated within melee range of the target. This attack always critically hits on targets under the effect of Condemn.[37][67]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[68]
Soothing Glow Soothing Glow.png Apply a healing over time effect to target ally. Reapplying this effect extends its duration on the target by its base duration value.[69][70]
Thundering Shot Thundering Shot Icon.png Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[71]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[72][73] An ally is defined as any non-combatant player or non-mob NPC.[74]

Indirect fire skills

Alpha-2 Chain Lightning arcing around an environmental obstacle.[75]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[76][75][77]

  • This is a prototype concept that is subject to testing and balancing.[77]
  • A limited number of these may exist throughout different class kits.[77]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[76]Steven Sharif
Skill Icon Base skill
Chain Lightning Chain Lightning Icon clean.png 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.[34][35][36]
Headshot Headshot.png Deals 175% physical damage to target enemy.[47]

Templated 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.[78][15][16][11]

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.[16]Steven Sharif
  • Some templated skills may have template indicators, but in general will require the player to assess the correct range for the skill.[21]
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.[21]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.[78]Steven Sharif
Skill Icon Base skill
Air Strike Air Strike New.png 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.[81] The root effect is nature based.[82]
Ball Lightning Ball Lightning Icon.png 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.[83][84][85]
Blizzard Blizzard.png 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.[86][87][83]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[83][88][89]
Consecrating Wave Consecrating Wave.png Send forth a cone of radiance that deals radiant damage to all enemies while healing the ten nearest allies.[90][91]
Divine Flare Divine Flare.png Place a targeted area heal on the ground that heals all targets within after several seconds. Total healing is split between all targets hit.[92][93]
Fissure Mage Spell 7.png 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.[94]
Grapple Grapple Icon.png 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.[95][96]
Hunt of the Bear Hunt of the Bear.png Call forth the spirit of the bear, imbuing yourself with increased physical mitigation.[97]
Hunt of the Raven Hunt of the Raven.png Call forth the spirit of the raven, imbuing yourself with increased physical penetration.[98]
Hunt of the Tiger Hunt of the Tiger.png Call forth the spirit of the tiger, imbuing yourself with 10% increased critical damage.[99]
Inciting Strikes IncitingStrikesIcon.png Slashes twice in a forward cone while adding additional threat.[100]
Longbow basic attack Bow basic attack.png 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.[54][55][56]
Magma Field (Lavastorm).png 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.[101]
Mark of the Bear Mark of the Bear.png Marks the target, reducing their mitigation by 25%.[102]
Mark of the Raven Mark of the Raven.png Marks the target, triggering bonus damage every time the target is hit. The lower the health on the target is, the higher the damage.[103]
Mark of the Tiger Mark of the Tiger Icon clean.png Marks the target, increasing critical chance versus the target by 50%.[104]
Meteor (Meteor Shower).png 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.[105]
Piercing Shot Piercing Shot.png Fire a projectile that travels in a straight line, piercing through and damaging all enemies in its path.[106]
Quake Quake.png 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.[107]
Raining Death Raining Death reskin.png Fires a dense rain of arrows 20 meters ahead, dealing high damage. Deals more damage to more distant targets.[108]
Shield Assault ShieldAssaultIcon.png 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.[109]
Shortbow basic attack Copper Shortbow Icon.png A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[55][56]
Snipe Snipe New.png Charge a powerful ranged attack, dealing large damage after charging for 3 seconds. Deals 300% physical damage.[68]
Tremoring Bellow TremoringBellowIcon.png 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.[110]
Vine Field Vine Field reskin.png 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.[111]

Time to kill

Karawanen-PvP in Alpha-2.[112]

Generally when it comes to finger in the wind we're around where we want to be for TTK and that's probably on the bit faster side of TTK for MMOs that we're accustomed to, but we're a PvX game.[113]Steven Sharif

Time to kill (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[113]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[114]
  • The developers do not want one-shots in the final MMORPG.[115]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[115]Steven Sharif

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[116]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[116]

More than likely we'll have some sort of unified or unified-ish hitbox. But again it's going to probably have a unified hitbox with some exceptions or some special sort of collision rules based on them as opposed to just making it smaller for one and not the other.[116]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[116]

We don't have separate types of hitbox categories, for example. There's no head hit box in the MMORPG like there was in APOC. So from a critical standpoint you're not going to see a greater risk of critting for a larger hitbox.[116]Steven Sharif

Kopfschuss-Mechanik

Kopfschuss-Mechanik (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[116][117][118]

Weapon attack cone

Weapon attack cone in Alpha-1.[9]

Während ich angreife, treffe ich mehrere dieser Gegner; und das ist wichtig, weil alle Waffen, egal ob sie sich im Fadenkreuz-Modus oder im Tab-Targeting-Modus befinden, in der Lage sein werden, einen aktionsbasierten Waffenangriff auszuführen. Keine aktive Fähigkeit, aber Waffenangriff.[9]Steven Sharif

Alle Waffen haben einen Vorwärtsangriffskegel, unabhängig davon, ob sie sich im Modus Tab oder Action Modus befiden. [9]

  • Der Bogen und die Entfernung des Kegels variieren je nach Waffentyp.[9]

Stangenwaffen zum Beispiel haben einen viel breiteren Bogen und viel weiter nach außen. Dolche haben einen feiner abgestimmten Bogen, also musst du in dieser Hinsicht präziser sein.[9]Steven Sharif

Dies wird als Waffenangriff beschrieben, nicht als aktive Fähigkeit.[9]

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[123]

Der erlittene Schaden, der in dieser roten Zahl angezeigt wird, wandert zu deiner linken Seite; und wenn du einem Ziel Schaden zufügst, schweben sie zu deiner rechten Seite. Einer der sehr wichtigen Aspekte dieser schwebenden Texte besteht darin, dem Spieler Anpassungsoptionen zur Verfügung zu stellen, mit denen er die Größe des schwebenden Textes anpassen kann. Du kannst die Farbkomposition an die Darstellung dieser Texte anpassen. Du kannst auch Schadenssymbole enthalten, um die Fähigkeit anzuzeigen, die für diese schwebenden Texte verwendet wird. Und was noch wichtiger ist: Wir nennen auch die kritischen Treffer, die du machst, auf eine andere Art und Weise: wie sie auftauchen, wenn sie leicht über der anderen Zahl liegen; Darüber hinaus verfügen wir auch über zusätzliche Funktionen für kumulativen Schaden.[123]Steven Sharif

Der schwebende Kampftext zeigt erlittenen Schaden, verursachten Schaden, kumulativen Schaden kritische Treffer, Heilungen, gewonnene XP und andere wichtige Kampfindikatoren.[123]

  • Der erlittene Schaden wird rot angezeigt und schwebt nach links.[123]
  • Der verursachte Schaden wird in Gelb angezeigt und schwebt nach rechts.[123]
  • Die kritischen Werte erscheinen größer und liegen leicht über den anderen Zahlen.[123]
  • XP erscheint in Weiß und ist auf der Benutzeroberfläche etwas niedriger.[123]

Der schwebende Kampftext kann vom Spieler angepasst werden.[123][124]

Die Bereitstellung maximaler Flexibilität und Player-Anpassungsoptionen für diese schwebenden Texte halte ich für äußerst wichtig.[123]Steven Sharif

Combat revamp

Alpha-1 split-body melee weapon combat sneak peek.[125]

I can move while swinging on this guy. I can back up then continue to attack him. Just have complete control over my character while attacking.[125]Steven Sharif

A revamped combat system will be rolled out during and post Alpha-1 testing based on player feedback.[126][127][128][129]

I just want to give kudos to the combat team, because in my opinion having played this and watched this and seen the community's response to it, they've done a great job in moving away from what was our direction prior to Alpha-1 to now having developed for Alpha-2 a significantly revamped combat experience; and I think it feels good and it plays well and it's fun.[126]Steven Sharif
  • The goal is to give more agency to the player and achieve a more fluid flow of combat with greater mobility when using abilities.[8][130]
  • The current hybrid tab and action combat system will remain after the revamp.[8]
  • This revamp will not represent the final form of combat, but will set the general direction that combat will be taking.[131]
  • The revamp will be iterative and will be rolled out to testers in different phases.[130]
  • The developers will be testing whether or not to use global cooldowns GCDs on different types of abilities during Alpha-2.[132]

The revamped combat system will feature 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.[125][134][135]

You'll be able to move forward while swinging your weapon; and this will allow you complete control over your weapon attacks for melee.[125]Steven Sharif

Alpha-1 combat was focused on core functionality rather than combat balance.[135] Alpha-2 combat will include archetypes, significant ability support, augments, split-body combat, weapon attacks, and many additional items, among other things.[136]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[9]

You'll notice as I go into action mode, I have my reticle and when my reticle hovers over an enemy target, it'll turn red, essentially showing like "hey we know you have a valid target hit" that you can see; and when you press Q you can lock on to that target. You can also hold Tab to alternate between targets. So like that's an important aspect of the combat that we're trying to incorporate, which is mixing and meshing between tab and action, so you still have that action component but also are available to use some of your tab targeted skills.[5]Steven Sharif

Hybrid combat was tested in Alpha-1.[5][18]

  • A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab targeted combat modes.[7][8][9][10]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[5][9][10][138]
    • The player does not have to be in reticle mode to use an action combat ability.[139]
    If you use an action combat ability that's going to be directional focused, you do not have to be in reticle mode to use that. It will fire where that reticle would be. So if you play by feel and you're in tab target camera mode, you can still utilize your action-oriented skills and abilities.[139]Steven Sharif
    • The reticle will highlight/change color (to red) to indicate if the current target is able to be hit with the currently prepared skill.[5][9]
    • Action combat abilities will not have a lock-on feature but pressing Q while in action mode will lock on to the current target to enable the use of tab-oriented skills in action mode.[7][5]
    Action combat abilities will not have a lock-on feature so to speak. Some of those are going to be skill shot only. However because you can have a mix and match of tab abilities that require a target, you will be able to target lock in action mode as well. Right now that's delegated to the Q key as default, but you can obviously set that up you could put it on your left mouse button, or you could put it wherever you want; and when your reticle hovers over a target, it rapidly swaps your target ability and when you press your target lock it will then lock that target; and if you have tab-oriented skills, you can use your tab oriented skills and they will be used against that target.[7]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[5]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[9]
  • The tab mode (MMO mode) facilitates tab targeted combat.[9][10] A tab-targeted ability requires a target in order to utilize that skill.[7][138]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[9]
    • There will be a "target of target" capability on the user interface.[140]

Kampffähigkeiten

The aspiration for combat is for abilities to have corresponding counter-play abilities.[141]

  • The goal is to have special animations for parrying, blocking and evading.[142]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[142]Jeffrey Bard

Crowd control

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[143][141]

  • 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.[145]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[148]
    • In current Alpha-1 testing mounts are not separate from the player.[148]
There's also going to be effects that just stun the mount or stun you on the mount.[148]Steven Sharif
info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
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.[141]Steven Sharif
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.[141]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[153]
info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[81] The root effect is nature based.[82]
Ancestral Bolas Ancestral Bolas.png 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.[154]
Chain Lightning Chain Lightning Icon clean.png 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.[34][35][36]
Chains of Restraint Chains of Restraint Icon2.png 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.[155][156]
Condemn Condemn.png Stun target enemy for 3 seconds.[37][38]
Fissure Mage Spell 7.png 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.[94]
Grapple Grapple Icon.png 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.[95][96]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png 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.[157]
Quake Quake.png 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.[107]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[63]
Slumber Slumber (Active).png 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.[64][65][66]
Tremoring Bellow TremoringBellowIcon.png 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.[110]

Directional attacks

There will be directional attacks (back attacks, flanking attacks, frontal attacks) that deal additional damage depending on the positional context of the attack.[158]

Mobilität

Revamped Alpha-1 Magier Fireball ability.[130][129]

The general approach that we're taking based on a lot of feedback and just good combat design in general. You know philosophy is that we want to give more agency in the hands of the player and the antithesis of that is locking the player down for really long amounts of time. The sort of concept behind that is like you could make an animation effects as glorious looking as possible but if it's taking away control of the player, none of that really matters. Especially the 100th or thousandth time you're using the spell you're tired of that happening you don't feel powerful: You feel the opposite of powerful. So we're trying to like give a lot of control back to the player while they're using these abilities so they can still control their movements, they can react simultaneously while they're taking actions; and we just want to get overall more of a fluid flow, I guess, of combat. And that's the general design philosophy we're using to approach the overhaul.[130]Tradd Thompson

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.[159]Steven Sharif
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.[161]Steven Sharif
  • The ability to prone is not be in the game.[166][167]
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.[169]Steven Sharif
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.[146]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.[147]Steven Sharif
info-orange.pngDieser Abschnitt enthält Informationen aus frühen Testphasen. Er wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Base skill
Air Strike Air Strike New.png 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.[81] The root effect is nature based.[82]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[170][171]
Call of the Wild Call of the Wild Icon.png Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[172]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[173]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[174]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[175]
Wings of Salvation Wings of Salvation.png Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[72][73] An ally is defined as any non-combatant player or non-mob NPC.[74]

Player movement

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[177]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[178]
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.[177]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[179]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[180]

Collision

There are player and spell/projectile collision mechanics in Ashes of Creation.[184][79][185]

  • 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.[186][185]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[188]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[184]
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.[79]Steven Sharif

Ausweichen

Ausweichen in Alpha-1 early combat.[189]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[189]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[190][191][192]

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.[191]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.[196]

  • 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.[197]

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.[197]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.[197]Steven Sharif

Unterbrechungen

Abilities with a cast bar can be interrupted during the cast.[163]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.pngDieser Abschnitt enthält Informationen aus Alpha-1-Tests. Sie wird aktualisiert, sobald neue Informationen verfügbar sind.
Skill Icon Base skill
Bulwark Bulwark Icon.jpg Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[198][199][200][201]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[174]

Animation abbrechen

Animation abbrechen will not be a combat mechanic in Ashes of Creation.[202][203]

Combat stances

The use of weapon stances in game is likely.[204]

RNG

RNG elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[205]

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.[206]Jeffrey Bard

Siehe auch

Einzelnachweise

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  2. 2.0 2.1 2.2 2.3 2.4 Liveübertragung, 2022-09-30 (41:06).
  3. steven-hybrid.png
  4. Liveübertragung, 2021-08-27 (1:16:04).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Liveübertragung, 2021-06-25 (22:34).
  6. Liveübertragung, 2017-11-16 (30:45).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Liveübertragung, 2021-06-25 (27:43).
  8. 8.0 8.1 8.2 8.3 steven-combat-revamp-update-2.png
  9. 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Liveübertragung, 2020-08-28 (1:15:39).
  10. 10.0 10.1 10.2 10.3 Liveübertragung, 2020-04-30 (1:09:51).
  11. 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 11.8 Video, 2022-09-30 (17:00).
  12. 12.0 12.1 Liveübertragung, 2021-03-26 (59:21).
  13. Liveübertragung, 2021-06-25 (26:11).
  14. 14.0 14.1 Liveübertragung, 2022-09-30 (49:16).
  15. 15.0 15.1 Liveübertragung, 2022-09-30 (52:33).
  16. 16.0 16.1 16.2 Liveübertragung, 2022-09-30 (48:10).
  17. Liveübertragung, 2022-09-30 (54:35).
  18. 18.0 18.1 Newsletter, 2018-08-7
  19. 19.0 19.1 19.2 19.3 19.4 19.5 Liveübertragung, 2018-04-8 (PM) (37:57).
  20. 20.0 20.1 20.2 20.3 20.4 20.5 Podcast, 2018-08-04 (1:07:59).
  21. 21.0 21.1 21.2 21.3 21.4 Liveübertragung, 2023-01-27 (1:11:07).
  22. Liveübertragung, 2020-08-28 (1:12:50).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Podcast, 2018-08-04 (1:11:05).
  24. steven-action-tab-attack-range.png
  25. Liveübertragung, 2023-07-28 (59:56TpBSGYWxd38).
  26. Arcane Volley Description2.png
  27. Video, 2023-04-28 (22:13).
  28. Barrage New Description.png
  29. Video, 2023-07-28 (19:50).
  30. Barrier Info Panel.png
  31. Bear Trap Description.png
  32. Video, 2023-07-28 (14:03).
  33. Bless Weapon Info Panel.png
  34. 34.0 34.1 34.2 New Chain Lightning Description.png
  35. 35.0 35.1 35.2 Video, 2023-05-31 (12:12).
  36. 36.0 36.1 36.2 Video, 2023-04-28 (17:50).
  37. 37.0 37.1 37.2 Video, 2023-07-28 (29:23).
  38. 38.0 38.1 Condemn Info Panel.png
  39. Video, 2023-07-28 (22:12).
  40. Defiant Light Info Panel.png
  41. Video, 2023-07-28 (7:34).
  42. Deliverance Info Panel.png
  43. Fireball Description2.png
  44. New Fireball Description.png
  45. New Frostbolt Description.png
  46. Video, 2023-04-28 (15:35).
  47. 47.0 47.1 47.2 Headshot Description Ranger2.png
  48. Video, 2023-07-28 (23:28).
  49. Healing Touch Info Panel.png
  50. Video, 2023-07-28 (15:15).
  51. Judgment Info Panel.png
  52. Lightning Strike Description2.png
  53. Video, 2023-04-28 (13:40).
  54. 54.0 54.1 Liveübertragung, 2022-09-30 (26:42).
  55. 55.0 55.1 55.2 55.3 Video, 2022-09-30 (19:32).
  56. 56.0 56.1 56.2 56.3 Video, 2022-09-30 (10:44).
  57. Video, 2023-07-28 (5:16).
  58. Mend Info Panel.png
  59. Protect Description.png
  60. Video, 2023-07-28 (12:04).
  61. Resplendent Beam Info Panel.png
  62. Scatter Shot Description.png
  63. 63.0 63.1 Slam Description.png
  64. 64.0 64.1 Video, 2023-04-28 (17:22).
  65. 65.0 65.1 Slumber Description2.png
  66. 66.0 66.1 Video, 2023-09-29 (11:23).
  67. Smite Info Panel.png
  68. 68.0 68.1 Snipe Description New.png
  69. Video, 2023-07-28 (9:22).
  70. Soothing Glow Info Panel.png
  71. Thundering Shot Description.png
  72. 72.0 72.1 Video, 2023-07-28 (24:03).
  73. 73.0 73.1 Wings of Salvation Info Panel.png
  74. 74.0 74.1 Video, 2023-07-28 (24:16).
  75. 75.0 75.1 Video, 2023-04-28 (20:57).
  76. 76.0 76.1 Liveübertragung, 2023-04-28 (59:52).
  77. 77.0 77.1 77.2 steven-indirect-fire.png
  78. 78.0 78.1 Liveübertragung, 2023-12-19 (1:18:49).
  79. 79.0 79.1 79.2 79.3 Liveübertragung, 2023-12-19 (1:20:09).
  80. Liveübertragung, 2023-04-28 (55:55).
  81. 81.0 81.1 81.2 Air Strike New Description.png
  82. 82.0 82.1 82.2 Video, 2022-09-30 (15:28).
  83. 83.0 83.1 83.2 Video, 2023-09-29 (11:29).
  84. New Ball Lightning Description.png
  85. Video, 2023-04-28 (7:15).
  86. Video, 2023-04-28 (9:22).
  87. Blizzard Description2.png
  88. Cone of Cold Description2.png
  89. Video, 2023-04-28 (11:22).
  90. Video, 2023-07-28 (17:32).
  91. Consecrating Wave Info Panel.png
  92. Video, 2023-07-28 (18:26).
  93. Divine Flare Info Panel.png
  94. 94.0 94.1 Fissure Description2.png
  95. 95.0 95.1 Video, 2023-03-31 (9:55).
  96. 96.0 96.1 Video, 2023-01-27 (10:27).
  97. Hunt of the Bear Description.png
  98. Hunt of the Raven Description.png
  99. Hunt of the Tiger Description.png
  100. Video, 2023-01-27 (6:41).
  101. Magma Field Description2.png
  102. Mark of the Bear Description New.png
  103. Mark of the Raven Description.png
  104. Mark of the Tiger Description.png
  105. Meteor Description2.png
  106. Piercing Shot Description.png
  107. 107.0 107.1 Quake Description.png
  108. Raining Death Description.png
  109. Video, 2023-01-27 (5:07).
  110. 110.0 110.1 Video, 2023-01-27 (7:28).
  111. Vine Field Description.png
  112. Video, 2024-01-31 (5:22).
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  114. Interview, 2018-10-20 (3:25:46).
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  116. 116.0 116.1 116.2 116.3 116.4 116.5 Liveübertragung, 2020-10-30 (1:15:59).
  117. steven-headshots-1.png
  118. 118.0 118.1 steven-headshots-2.png
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  122. class cleaving.png
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  127. Liveübertragung, 2021-05-28 (1:14:50).
  128. steven-combat-revamp-update.png
  129. 129.0 129.1 Video, 2021-02-26 (6:17).
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  149. summons-ccs.png
  150. Liveübertragung, 2018-02-09 (28:17).
  151. Liveübertragung, 2019-11-22 (1:06:25).
  152. steven-hard-ccs.png
  153. Podcast, 2018-08-04 (1:11:52).
  154. Ancestral Bolas Description.png
  155. Video, 2023-07-28 (20:50).
  156. Chains of Restraint Info Panel.png
  157. Imbue Ammo Weighted Skill Tree Description.png
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  167. 167.0 167.1 stevenclarification.png
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  169. 169.0 169.1 Liveübertragung, 2022-06-30 (49:42).
  170. Video, 2023-04-28 (4:40).
  171. Call of the Wild Description.png
  172. Trail Speed Bonus Description.png
  173. 174.0 174.1 progression.png
  174. Speed Boost Description New.png
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  192. Liveübertragung, 2021-11-19 (50:38).
  193. Liveübertragung, 2020-06-26 (1:24:06).
  194. Liveübertragung, 2022-12-02 (1:05:08).
  195. shieldactiveblockA1.png
  196. 197.0 197.1 197.2 Liveübertragung, 2020-06-26 (1:19:50).
  197. Alpha-1 screenshot.
  198. toast-keybinds-skills.png
  199. Video, 2021-02-09 (0:37).
  200. Liveübertragung, 2020-07-31 (1:14:26).
  201. 202.0 202.1 Liveübertragung, 2019-11-22 (1:09:37).
  202. Liveübertragung, 2017-05-17 (1:05:11).
  203. Liveübertragung, 2019-06-28 (1:19:00).
  204. Liveübertragung, 2017-05-30 (16:25).
  205. 206.0 206.1 206.2 Liveübertragung, 2018-12-06 (48:52).