Animation canceling
閃躲
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[3][4][5]
- 閃躲 is a universal skill that is able to be unlocked by all archetypes.[6][7]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[3]
- 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.[5]
- 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.[4] – Steven Sharif
主動格擋
主動格擋 is a universal skill that applies to all classes.[12][13][3][14][10][7]
- Active blocking is present in Alpha-2.[14][9][11] At present the developers are using a universal stamina-based energy system, but they will be testing the use of separate energy mechanics for universal skills in Alpha-2.[13][14][15][16][11]
- Active blocking might be an ability that- it's universal, of course it's universal- but it might be consuming mana; and you'll be able to adjust that mana consumption based off of your passive spec into your skill trees. In addition, it might also consume stamina, where that's something we're going to be testing as part of Alpha-2.[14] – Steven Sharif
- Different types of equipment are catered toward blocking different damage types.[12]
- Shields are better for active blocking physical damage, but any melee weapon can also be used to parry with a lesser amount of mitigation.[3][10]
- Sigils are better at actively blocking magical damage.[12]
- Q: How are you designing encounters around active blocking? Will it be situational use, or would I expect to be laying on my block keybind for most of the fight to prevent getting deleted by bosses?
- A: It depends really on the type of adversary you're facing. Some of them are going to have indicators or tells that a big attack is coming. It's an animation wind up where you'll have an opportunity to use active block in very unique situations that are based on timing and additional mitigation for those incoming one-off attacks. In other occasions you'll be able to use it off of rotational cooldowns, or if you're waiting for a particular ability or you're during the use of your Aegis. There's different situations for when active block is a relevant use-case.[17] – Steven Sharif
- Some abilities may be able to overcome, surpass, or cancel active blocking.[13]
- If a player is in a state, such as an active block, or an active tumble state, there will likely be some types of abilities that interact with reacting to those types of states and will either overcome surpass or cancel out those states, particularly as it relates to not just active blocking, but also potentially passive blocking as well; and that would be something probably related to physical penetration values as a stat, or even CC breaks that could be relevant as well for those types of things. I think that's on the radar for the combat team.[13] – Steven Sharif
- Previously the developers had not finalized designs for active blocking and were leaning toward using more traditional buff-oriented universal damage mitigation for the MMO, and were also considering interaction between action-based blocking and a passive block stat.[18][19]
- The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box and hit points (HP); that could actively block projectiles.[20]
斷法
Abilities with a cast bar can be interrupted during the cast.[21]
- There are abilities to counter interrupts.
- Some interrupts are better than others.
Skill | Icon | Origin | Description |
---|---|---|---|
Bulwark | 坦克 | Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[22][23][24][25] |
擊殺時間
擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[27]
- Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[28]
- The developers do not want one-shots in the final MMORPG.[29]
- Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[30]
- In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[29] – Steven Sharif
裝備觀察/威脅評估
玩家名條上將會有一個增益效果,顯示目前穿着中的裝備套裝。其他玩家將能透過選擇/瞄準目標來觀察此增益效果。[31][32][33]
- 此效果將顯示穿着中的主要裝備類型 (布甲、皮甲、鎧甲)。[32]
- 其邊框將顯示套裝等級和品質。[31][32][34]
- 其邊框亦將顯示裝備是否有附魔效果。[32][34]
- 官方認為能夠直接觀察其他玩家的裝備或裝備分數會引來「惡意行為」。[35]
When you see a player approaching you and they're wearing a transmog you don't know if that person is a high damage mitigation against physical damage or against magical damage and essentially the way we overcome that is through you being able to target a player at a distance and they will have a buff that's present on them that you will see, which indicates that essentially the piece set that they are wearing. It is important for players to be able to ascertain from a threat assessment standpoint what they're going up against if they're actively checking that and that will be available.[33] – Steven Sharif
Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[35]
控場
控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[36][37]
- All archetypes will have their own versions of CC breaks.[38]
- 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.[39]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the 遊俠.[40][41]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[42]
- There's also going to be effects that just stun the mount or stun you on the mount.[42] – Steven Sharif
- Summoner's summons will be able to use crowd control.[43]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[37][44]
- Diminishing returns on CC effects have not yet been implemented in Alpha-1 testing.[45]
- 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.[37] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[46]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[47][48]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[48]
- 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.[37] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[49]
Skill | Icon | Origin | Description |
---|---|---|---|
Air Strike | 遊俠 | 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.[50] The root effect is nature based.[51] | |
Ancestral Bolas | 坦克 | 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.[52] | |
Chain Lightning | 法師 | 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.[53][54][55] | |
Chains of Restraint | 牧師 | 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.[56][57] | |
Condemn | 牧師 | Stun target enemy for 3 seconds.[58][59] | |
Crippling Blow | 鬥士 | Deal Physical damage and apply Snare to target enemy for 6 seconds.[60] | |
Fissure | 法師 | 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.[61] | |
Grapple | 坦克 | 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.[62][63] | |
Imbue Ammo: Weighted | 遊俠 | 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.[64] | |
Knock Out | 鬥士 | Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[65] | |
Leap Strike | 鬥士 | Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[66] | |
Quake | 法師 | 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.[67] | |
Slam | 坦克 | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[68] | |
Slumber | 法師 | 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.[69][70][71] | |
Tremoring Bellow | 坦克 | 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.[72] |
戰鬥姿態
隨機性
隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[74]
- RNG plays a role in both PvP or PvE.[75]
- Action combat is far less dependent on RNG.[75]
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.[75] – Jeffrey Bard
其他
引用
- ↑ 直播, 2017-05-17 (1:05:11).
- ↑ 2.0 2.1 2.2 直播, 2020-08-28 (1:19:24).
- ↑ 3.0 3.1 3.2 3.3 直播, 2023-01-27 (1:06:02).
- ↑ 4.0 4.1 直播, 2022-06-30 (51:17).
- ↑ 5.0 5.1 直播, 2020-01-30 (1:34:12).
- ↑ 直播, 2023-12-19 (1:49:56).
- ↑ 7.0 7.1 直播, 2021-11-19 (50:38).
- ↑ 直播, 2020-06-26 (1:24:06).
- ↑ 9.0 9.1 影片, 2023-01-27 (35:51).
- ↑ 10.0 10.1 10.2 影片, 2022-12-02 (34:41).
- ↑ 11.0 11.1 11.2 影片, 2022-12-02 (16:55).
- ↑ 12.0 12.1 12.2 直播, 2024-03-29 (2:38:15).
- ↑ 13.0 13.1 13.2 13.3 直播, 2023-09-29 (1:12:16).
- ↑ 14.0 14.1 14.2 14.3 影片, 2023-01-27 (40:24).
- ↑ 直播, 2023-01-27 (15:22).
- ↑ 直播, 2022-12-02 (1:05:08).
- ↑ 直播, 2023-01-27 (1:13:29).
- ↑ 直播, 2021-09-24 (1:22:46).
- ↑ 直播, 2020-06-26 (1:19:50).
- ↑
- ↑ 直播, 2017-05-08 (43:30).
- ↑ Alpha-1 screenshot.
- ↑
- ↑ 影片, 2021-02-09 (0:37).
- ↑ 直播, 2020-07-31 (1:14:26).
- ↑ 影片, 2024-01-31 (5:22).
- ↑ 27.0 27.1 直播, 2024-01-31 (59:45).
- ↑ 訪談, 2018-10-20 (3:25:46).
- ↑ 29.0 29.1 訪談, 2018-10-20 (9:10).
- ↑
- ↑ 31.0 31.1 直播, 2020-08-28 (2:07:26).
- ↑ 32.0 32.1 32.2 32.3 直播, 2020-07-25 (53:08).
- ↑ 33.0 33.1 直播, 2020-06-26 (1:28:10).
- ↑ 34.0 34.1 直播, 2017-07-28 (1:34:55).
- ↑ 35.0 35.1 直播, 2017-07-28 (23:20).
- ↑ 直播, 2017-10-16 (25:56).
- ↑ 37.0 37.1 37.2 37.3 直播, 2017-05-24 (45:12).
- ↑ 影片, 2023-12-19 (27:14).
- ↑
- ↑ 直播, 2023-12-19 (1:16:19).
- ↑ 直播, 2022-09-30 (51:28).
- ↑ 42.0 42.1 42.2 直播, 2021-04-30 (1:08:10).
- ↑
- ↑ 直播, 2018-02-09 (28:17).
- ↑ 直播, 2019-11-22 (1:06:25).
- ↑
- ↑ Podcast, 2018-08-04 (1:11:05).
- ↑ 48.0 48.1 直播, 2018-04-8 (PM) (37:57).
- ↑ Podcast, 2018-08-04 (1:11:52).
- ↑
- ↑ 影片, 2022-09-30 (15:28).
- ↑
- ↑
- ↑ 影片, 2023-05-31 (12:12).
- ↑ 影片, 2023-04-28 (17:50).
- ↑ 影片, 2023-07-28 (20:50).
- ↑
- ↑ 影片, 2023-07-28 (29:23).
- ↑
- ↑
- ↑
- ↑ 影片, 2023-03-31 (9:55).
- ↑ 影片, 2023-01-27 (10:27).
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 影片, 2023-04-28 (17:22).
- ↑
- ↑ 影片, 2023-09-29 (11:23).
- ↑ 影片, 2023-01-27 (7:28).
- ↑ 直播, 2019-06-28 (1:19:00).
- ↑ 直播, 2017-05-30 (16:25).
- ↑ 75.0 75.1 75.2 直播, 2018-12-06 (48:52).