“Template:Mobility”的版本间差异

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<blockquote>''It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.''{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
<blockquote>''It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.''{{livestream|30 April 2020|1h17m13|UPqLl_e3nxw}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
  
{{cbox|[[File:info-orange.png|25px]]|This section contains information from early testing phases. It will be updated as soon as new information is made available.|cbox-outer-padded}}
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2021年5月7日 (五) 19:15的版本

Revamped Alpha-1 法師 Fireball ability.[1][2]

The general approach that we're kind of 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 kind of the general design philosophy we're using to approach the overhaul.[1]Tradd Thompson

技能 with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[3][4]

  • Prone and crouch will likely not be in the game.[5]
  • Moving backward will likely not affect block and parry.[6]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[3]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[3]Jeffrey Bard

info-orange.png本节包含来自早期测试阶段的信息。一旦有新信息可用,它将立即更新。

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