控場

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控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]

  • 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.[4]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[7]
    • In current Alpha-1 testing mounts are not separate from the player.[7]
There's also going to be effects that just stun the mount or stun you on the mount.[7]Steven Sharif
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
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.[2]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.[2]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[14]
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。
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.[15] The root effect is nature based.[16]
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.[17]
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.[18][19][20]
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.[21][22]
Condemn Condemn.png Stun target enemy for 3 seconds.[23][24]
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.[25]
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.[26][27]
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.[28]
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.[29]
Slam Slam.png Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[30]
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.[31][32][33]
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.[34]

目標鎖定模式

Alpha-1 early hybrid combat demo.[35]

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.[36]Steven Sharif

混合戰鬥是指玩家在遊戲中可以選擇以 Tab 鍵鎖定無鎖定模式進行戰鬥[36][37]

  • 點擊 Z 鍵 (預設快捷鍵是 Z,玩家可以設置成其他快捷鍵) 讓玩家切換至無鎖定或 Tab 鍵鎖定戰鬥模式。[38][39][35][40]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[36][35][40][41]
    • 玩家無須處於準星模式來施放無鎖定技能。[42]
    施放指向性無鎖定技能,玩家無須處於準星模式。技能會自動判定準星的位置施放。因此如果玩家使用 Tab鍵鏡頭模式憑感覺瞄準,也可以使用無鎖定技能。[42]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.[36][35]
    • 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.[38][36]
    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.[38]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[36]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[35]
    • The action camera is tied to the to player's reticle. There will likely be a hotkey that when held down will allow free camera movement.[43]
    • In future the user will have the ability to choose from different reticle appearances.[44]
  • The tab mode (MMO mode) facilitates tab targeted combat.[35][40] A tab-targeted ability requires a target in order to utilize that skill.[38][41]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[35]
    • There will be a "target of target" capability on the user interface.[45]

Hybrid combat is being tested in Alpha-1.[36][46]

  • Targeting modes are able to be achieved through choice of skills/abilities.[38][46][13]
    • It may not be possible to be able to fully spec into just action or tab targeted skills. There might be a 75% cap on choosing skills from any one type.[13]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[47]

Skill progressions, skill point allocation is determined by the player. The player will be able to choose either more tab-target oriented skills or more action-based skills and customize their playable experience to what accommodates their preference. From a balancing standpoint for us developers, we need to make sure that certain abilities house certain functions so that there's a balance between skill shots and tab-target abilities.[13]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[48]

  • Damage.[48]
  • Charge up time.[48]
  • CC effects.[48]
  • Cooldown.[12]
  • Energy consumption.[12]
  • Cost to spec.[12]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[49]

As an example: Let's say you're playing a ranged class. You could have an action-oriented power shot in your skill tree or you could have a single target power shot that ramps up and does more damage. [48]Steven Sharif

info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[12]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[12][13]
  • Softer CC's would be housed in tab-targeted abilities.[12]

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[50]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[50]

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.[50]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[50]

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.[50]Steven Sharif

Weapon attack cone

Weapon attack cone in Alpha-1.[35]

As I attack I am hitting multiple numbers of these opponents; and that's important because all weapons, regardless of whether you are in reticle mode or tab-targeting mode will be able to have a action-based type weapon attack. Not active skill, but weapon attack.[35]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[35]

Polearms for example will have a much wider arc and much further out. Daggers will have a more fine-tuned arc, so you have to be more precise in that regard.[35]Steven Sharif

This is described as a weapon attack not an active skill.[35]

多向攻擊

多向攻擊 (背面,側面,正面打擊) 能根據攻擊位置造成追加傷害。[52]

靈活性

Revamped Alpha-1 法師 Fireball ability.[53][54]

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.[53]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.[55]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.[55][60]
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.[60]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[63][64]
    • Crouching may or may not be in the game.[65][66]
  • The ability to prone is not be in the game.[65][66]
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.[68]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.[5]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.[6]Steven Sharif
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。
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.[15] The root effect is nature based.[16]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[69][70]
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.[71]
Caravan Trail Speed Bonus Trail Speed Bonus.png Minor speed boost for travelling on a simple trail.[72]
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.[73]
Speed Boost Speed Boost.png Gives the caravan a temporary speed boost.[74]
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.[75][76] An ally is defined as any non-combatant player or non-mob NPC.[77]

人物動作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[79]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[80]
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.[79]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[81]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[82]

閃躲

閃躲 in Alpha-1 early combat.[86]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[86]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[87][88][89]

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.[88]Steven Sharif

主動格擋

坦克 active blocking with a Shield in Alpha-2.[93]

The shield version would probably be better but you'd still be able to parry or whatnot with a two-handed weapon, or even maybe a dual wield.[94]Tradd Thompson

主動格擋 is a universal skill that applies to all classes.[96][87][97][94][90]

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.[97]Steven Sharif
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.[99]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[96]
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.[96]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.[100][101]

斷法

Abilities with a cast bar can be interrupted during the cast.[62]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
info-orange.png本节包含来自 Alpha-1 测试的信息。当有新信息可用时,它将被更新。
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.[103][104][105][106]
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.[73]

動作取消

戰鬥系統中不會有動作取消的機制。[107]

召喚師

The summoner uses abilities that channel through their summons (also referred to as class skill pets).[108][109]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[111]Steven Sharif
  • Abilities from the summon appear on the summoner's hotbar. The summoner is essentially playing through their summon.[108][109]
    • Summoner has control over their summon, unless the summon is under ancillary effects.[108][112][109]
  • Summoners will not be able to fuse with or be taken over by their normal summons.[108][109]
  • Summoners may also have the ability to transfer pain to their summons, meaning that a portion of damage or threat taken by the summoner can be transferred to their summon instead.[114]
  • Summoner summons are not the same as combat pets.[115]
    • Summoner's summons will add to the summoner's power when they are summoned, unlike combat pets, which take a portion of the player's power.[116]
The Summoner archetype does not have that portion of power taken away when they summon their pet. That's part of their... power is their summon.[116]Steven Sharif
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[117]
  • Summons can be leveled through the application of skill points to their active skill.[111]
  • Summons will be able to use crowd control (CC).[8]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[118]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[119][120]
Summons follow the same flagging rules as players, if your summon pks someone, you gain corruption[119]Steven Sharif

Summoners summon different varieties of summons, depending on the class and augments they choose.[121][122]

增強 from a secondary archetype can be applied to a summon.[124]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[124]Steven Sharif

其他

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  92. 93.0 93.1 影片, 2023-01-27 (35:51).
  93. 94.0 94.1 94.2 影片, 2022-12-02 (34:41).
  94. 95.0 95.1 95.2 影片, 2022-12-02 (16:55).
  95. 96.0 96.1 96.2 96.3 直播, 2023-09-29 (1:12:16).
  96. 97.0 97.1 97.2 97.3 影片, 2023-01-27 (40:24).
  97. 直播, 2023-01-27 (15:22).
  98. 直播, 2023-01-27 (1:13:29).
  99. 直播, 2021-09-24 (1:22:46).
  100. 直播, 2020-06-26 (1:19:50).
  101. shieldactiveblockA1.png
  102. Alpha-1 screenshot.
  103. toast-keybinds-skills.png
  104. 影片, 2021-02-09 (0:37).
  105. 直播, 2020-07-31 (1:14:26).
  106. 直播, 2017-05-17 (1:05:11).
  107. 108.0 108.1 108.2 108.3 108.4 直播, 2023-03-31 (1:22:21).
  108. 109.0 109.1 109.2 109.3 直播, 2017-05-19 (10:06).
  109. steven-summoners.png
  110. 111.0 111.1 訪談, 2018-08-08 (22:27).
  111. steven-summon-control.png
  112. 直播, 2017-05-26 (43:20).
  113. 直播, 2023-02-24 (1:27:22).
  114. 直播, 2020-10-30 (1:21:14).
  115. 116.0 116.1 訪談, 2022-01-14 (42:18).
  116. 117.0 117.1 直播, 2020-07-25 (1:41:46).
  117. 直播, 2021-01-29 (1:21:01).
  118. 119.0 119.1 steven-summons-pvp-1.png
  119. steven-summons-pvp-2.png
  120. 訪談, 2021-06-13 (13:11).
  121. 122.0 122.1 122.2 122.3 122.4 122.5 122.6 直播, 2018-04-8 (AM) (0:58).
  122. 123.0 123.1 直播, 2018-04-8 (PM) (11:27).
  123. 124.0 124.1 直播, 2018-04-8 (PM) (24:11).