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“Active skills”的版本间差异

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== Primary skills ==
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{{Primary skills}}
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== See also ==
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* [[Classes]]
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* [[Combat]]
  
 
{{Notes}}
 
{{Notes}}
  
 
[[Category:Combat]]
 
[[Category:Combat]]

2017年11月22日 (三) 03:05的版本

box warning orange.png此页面目前是草稿。

玩家可以把想要的主動技能放在技能欄中。[2][3]

  • 可以放在技能欄中的技能數量有限 (少於30)。[4]
  • 將有選項添加多個技能欄[5][3]
  • 例如一個鬥士將會因為選擇了不同主動技能,而與其他鬥士不同。[4]
  • 透過選擇不同技能,玩家可以專注於Tab 鍵鎖定技能、動作指向技能或兩者混合,塑造自己的戰鬥體驗。[6]
  • 角色升級時不會習得新技能,玩家需要自行選擇想要習得的技能。[7]
  • 技能數量不會多得令人措手不及。[8]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[5]Steven Sharif

主要技能

Alpha-1 preview primary skills.[9]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[10]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[11]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[12][13]

其他

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