戰鬥

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Alpha-1 PvE 戰鬥早期預覽。[2]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[3]Steven Sharif

Ashes of Creation戰鬥着重策略和戰術。[4]

  • 戰鬥是遊戲與玩家最有聯繫的系統。戰鬥必須是即時、靈活、以及流暢,還有帶給玩家滿足感。[3]

我們希望戰鬥富有代入感、而且有趣...現在我們已加快步伐,進行 Alpha -1 初階段開發,因此現時的焦點是放在無鎖定目標戰鬥模式,同時建立相關系統。我們這樣做是因為多年來MMORPG都採用Tap鍵目標鎖定模式,儘管現時動作MMORPG興起,亦有一些成功的無鎖定動作遊戲,例如TERA和黑色沙漠。因為Tap鍵鎖定和無鎖定戰鬥是兩種完全不同的遊戲模式,我們希望能透過深入這方面的開發,讓我們更了解如何把兩者融合在同一遊戲裏。[5]Steven Sharif

重製後的戰鬥系統將在 Alpha-1 測試期間內推出。[6][7]

  • Alpha-1 初期重點是測試核心系統的運作,而不是戰鬥相關的平衡[8]

戰鬥系統改良

Alpha-1 角色上下身分開 近戰 戰鬥預覽。[9]

角色揮動武器的同時可以移動,也可以一邊退後一邊繼續攻擊。攻擊的同時玩家可以完全控制角色。[9]Steven Sharif

改良後的戰鬥系統將根據玩家意見在 Alpha-1 測試中推出。[10][6][7]

  • 改良的目標是希望給予玩家更多主導權,施放技能時可以更靈活流暢地戰鬥[11][12]
  • 目前的 Tab 鍵和無鎖定混合戰鬥系統在改良後仍會保留。[11]
  • 改良後的版本並不是戰鬥系統的最終設計,但會反映日後開發方向。[13]
  • 此版本會持續更新,並在不同階段開放予玩家測試。[12]

改良後的戰鬥系統中,角色的動作上下身分開角色的上半身會被揮動武器的動作鎖住,而下半身可以自由行動。[9][14][8]

揮動武器的同時,角色將可以自由行動,讓玩家近戰攻擊時完全操作角色。[9]Steven Sharif

初期 Alpha-1 測試的重點是核心系統的運作,而不是戰鬥平衡[8]

我留意到很多人在談論傷害數值和生命值之類的東西。這方面有兩點:一,我再重申這不是為了測試遊戲內容,目前只進行了初步的平衡調整,大多的平衡會在特定系統日後實際測試時進行。我們目前的重點是這些系統的核心運作,而不是細微的調整。因此我不會太在意目前的平衡性。[8]Steven Sharif

目標鎖定模式

Alpha-1 early hybrid combat demo.[15]

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.[16]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[16][17]

  • 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。[18][11][15][19]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[16][15][19][20]
    • 玩家無須處於準星模式來施放無鎖定技能。[21]
    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。[21]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.[16][15]
    • 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.[18][16]
    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.[18]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[16]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[15]
    • 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.[22]
    • In future the user will have the ability to choose from different reticle appearances.[23]
  • The tab mode (MMO mode) facilitates tab targeted combat.[15][19] A tab-targeted ability requires a target in order to utilize that skill.[18][20]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[15]
    • There will be a "target of target" capability on the user interface.[24]

Hybrid combat is being tested in Alpha-1.[16][25]

  • Targeting modes are able to be achieved through choice of skills/abilities.[18][25][26]
    • 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.[26]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[27]

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.[26]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[28]

  • Damage.[28]
  • Charge up time.[28]
  • CC effects.[28]
  • Cooldown.[29]
  • Energy consumption.[29]
  • Cost to spec.[29]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[30]

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. [28]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:[29]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[29][26]
  • Softer CC's would be housed in tab-targeted abilities.[29]

Alpha-1 combat

Alpha-1 early hybrid combat demo.[15]

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.[16]Steven Sharif

Hybrid combat was tested in Alpha-1.[16][25]

  • 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.[18][11][15][19]
  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[16][15][19][20]
    • The player does not have to be in reticle mode to use an action combat ability.[21]
    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.[21]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.[16][15]
    • 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.[18][16]
    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.[18]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[16]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[15]
  • The tab mode (MMO mode) facilitates tab targeted combat.[15][19] A tab-targeted ability requires a target in order to utilize that skill.[18][20]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[15]
    • There will be a "target of target" capability on the user interface.[24]

命中判定模型

The developers are testing different approaches to accommodate varying hitboxes between the races.[31]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[31]

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.[31]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[31]

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.[31]Steven Sharif

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。[32]

橫掃攻擊

Weapon attack cone in Alpha-1.[15]

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.[15]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[15]

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.[15]Steven Sharif

This is described as a weapon attack not an active skill.[15]

擊殺時間

商隊 PvP in Alpha-2.[34]

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.[35]Steven Sharif

擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[35]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[36]
  • The developers do not want one-shots in the final MMORPG.[37]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[38]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[37]Steven Sharif

爆頭機制

爆頭機制 (where there is a specific hitbox for a player's head) are not planned for the Ashes of Creation MMORPG.[31][39][40]

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。[45][46][47]

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.[47]Steven Sharif

Being by default able to see a person's "gear score" / equipment list... may cause unwelcome behavior.[49]

角色名條

角色名條 會顯示在角色頭上。[50]

  • 名條會顯示角色的名字,也可以選擇同時顯示姓氏。[50]
  • 公會名稱會顯示在角色名稱旁。[51]
  • 角色名條會逐漸消褪,顯示已受傷害量。[52][53][54]
  • 名條上會有標記,顯示角色職業[45]
  • 將鼠標懸停在名條上會顯示不同資訊,例如等級、職業名稱及原型組合。[45]
  • 名條上會有增益標記,顯示角色裝備品質和種類。[45][46][47]

召喚師的召喚獸種類會顯示在其名條上,而且不可以被玩家更改。[55]

靈活性

Revamped Alpha-1 法師 Fireball ability.[12][7]

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.[12]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.[56]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.[56][58]
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.[58]Steven Sharif
That's the cat-and-mouse of these abilities. Like we've seen with the Ranger, they have a backflip, they have their Airdrop [sic] ability. The Mage has teleportation. There are going to be abilities that are tit-for-tat; and managing the resource of those abilities and the timing of when you use them to either correlate to your opponent's use of those things, or to save them for yourself when you want to get away, that's part of what makes the engagements dynamic and different each time.[61]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[62][63]
    • Crouching may or may not be in the game.[64][65]
  • The ability to prone is not be in the game.[64][65]
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.[67]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.[68]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.[69]Steven Sharif
Skill Icon Origin Description
Air Strike Air Strike New.png 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.[70] The root effect is nature based.[71]
Blink Blink.png 法師 Instantly teleport a set distance in the direction you are moving.[72][73]
Blitz Blitz.png 鬥士 Charge directly toward target enemy, dealing Physical damage to the target on arrival.[74]
Call of the Wild Call of the Wild Icon.png 遊俠 Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[75]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[76]
Exert Exert.png 鬥士 Consume your Combat Momentum rapidly, gaining 20% increased attack and movement speed and immunity to disabling effects while active. Must have at least 20 Combat Momentum to activate, and the effect ends when all Combat Momentum is fully depleted.[77]
Form Of Celerity Form of Celerity.png 鬥士 While in this form, the caster receives +2% Movement Speed per 10 Combat Momentum, up to a maximum of +20%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[78]
Form Of Fluidity Form of Fluidity.png 鬥士 While in this form, the caster receives +4% Disable Resistance Chance per 10 Combat Momentum, up to a maximum of +40%. Shifting form costs 20% of current Combat Momentum and triggers cooldown for all Combat Forms.[79]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[80]
Lunging Assault Lunging Assault.png 鬥士 Spend 15 Combat Momentum to lunge in a direction a short distance and perform an upward swing upon arrival, dealing damage to enemies in front of you. You are immune to hard crowd control effects while performing this ability.[81]
Recharging Lunging Assault Recharging Lunging Assault Skill Tree IconAlpha.png 鬥士 Lunging Assault gains an additional charge and generates 5 additional Combat Momentum when dealing damage to one or more enemies.[82]
Shield Assault ShieldAssaultIcon.png 坦克 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.[83]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[84]
Unstoppable Exert Reinvigorating Exert Skill Tree IconAlpha.png 鬥士 Exert additionally breaks all hard control effects on the caster, and may be used any time while under a hard controlling effect.[85]
Whirlwind Whirlwind.png 鬥士 Channeled Ability: Deal physical damage to all enemies around the caster with each spin while channeled, increasing the spin rate the longer it is channeled. The caster is immune to hard disabling effects while spinning. Activate the ability again to end channeling early.[86]
Wings of Salvation Wings of Salvation.png 牧師 Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[87][88] An ally is defined as any non-combatant player or non-mob NPC.[89]

Weapon weights

Weapon weight refers to how the mass of a weapon affects its performance during combat.[57]

There is a balance between player motion and agency as we call it and weapon weightedness- that almost locked-in-place rooted position- the heavier the weapon is, the more restrictions you want to place on that player agency to showcase the rooted effect: That weight- that heavyweight aspect; and so what we've done by presenting you guys with both the dual daggers and the two-handed weapon is we've shown the range between that complete player agency: a player agency in the light weapon attacks that's the dual daggers, and the maximum range of of rootedness or weightedness that's present on the two-handed weapon; and that's the spectrum in which our basic melee combat will exist within. So if there are medium weapon groups that exist in-between there, it's going to be somewhere in between that spectrum.[91]Steven Sharif

人物動作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[93]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[94]
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.[93]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[95]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[96]

碰撞

There are player and spell/projectile collision mechanics in Ashes of Creation.[100][101][102]

  • 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.[103][102]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[105]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[100]
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.[101]Steven Sharif

閃躲

閃躲 in Alpha-1 early combat.[3]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[3]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[106][107][108]

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.[107]Steven Sharif

主動格擋

坦克 active blocking with a Shield in Alpha-2.[112]

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.[113]Tradd Thompson

主動格擋 is a universal skill that applies to all classes.[115][116][106][117][113][109]

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.[117]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.[119]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[116]
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.[116]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.[120][121]

動作

Alpha-2 work-in-progress combat animations and decals.[123]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[123]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[124]Keenan Reimer
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[128]Steven Sharif

戰鬥技能

The aspiration for combat is for abilities to have corresponding counter-play abilities.[130]

  • The goal is to have special animations for parrying, blocking and evading.[131]

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.[131]Jeffrey Bard

Basic attacks

Alpha-2 法師 demonstrating a Frostbolt, Lightning Strike, and Wand weapon attack combo.[132]

This is a single Target projectile attack that applies two stacks of Chilled to the enemy; and then after that hit him with a few wand attacks. Now you'll see that you've gotten a Frozen status effect on him and then he timed that really well there... in that very last frame you'll see that he hit him with a lightning effect... So that's a good way to get your burst damage if you're rotating your spells and your elements the correct way.[132]Keenan Reimer

Basic attacks are triggered for the equipped primary weapon by pressing Q or left-clicking the mouse (these buttons can be re-bound by the player).[133][134][125]

  • Different weapon types have different basic attacks.[136][137]
  • Weapons with projectile attacks are capable of blind firing without having a target.[138]
    • If the player is in action camera mode and their reticle is over a target, they will be able to soft lock onto that target, causing projectiles to home to targets who are within the correct range/angle.[138]
When you have your weapon and you utilize a basic attack, you can blind fire that weapon, if it has a projectile associated with it, without having to have a target. In addition, if your reticle in action camera mode is over a target, you will have a soft target lock and projectiles will home to that target if within the right angle of direction.[138]Steven Sharif
Skill Icon Weapon Description
Greatsword basic attack Greatsword Auto Attack Icon.png Greatsword
Longbow basic attack Bow basic attack.png Longbow 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.[140][136][137]
Shortbow basic attack Copper Shortbow Icon.png Shortbow A fast, low power, short range basic ranged attack. Holding down the basic attack button will repeatedly fire.[136][137]

控場

控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[141][130]

  • 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.[143]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[144]
    • In Alpha-1 testing mounts were not separate from the player.[144]
There's also going to be effects that just stun the mount or stun you on the mount.[144]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.[130]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.[130]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[149]
Skill Icon Origin Description
Air Strike Air Strike New.png 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.[70] The root effect is nature based.[71]
Ancestral Bolas Ancestral Bolas.png 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.[150]
Chain Lightning Chain Lightning Icon clean.png 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.[151][152][153]
Chains of Restraint Chains of Restraint Icon2.png 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.[154][155]
Condemn Condemn.png 牧師 Stun target enemy for 3 seconds.[156][157]
Crippling Blow Crippling Blow.png 鬥士 Deal Physical damage and apply Snare to target enemy for 6 seconds.[158]
Fissure Mage Spell 7.png 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.[159]
Grapple Grapple Icon.png 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.[160][161]
Imbue Ammo: Weighted Imbue Ammo-Weighted.png 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.[162]
Knock Out Knock Out.png 鬥士 Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[163]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[80]
Quake Quake.png 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.[164]
Slam Slam.png 坦克 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[165]
Slumber Slumber (Active).png 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.[166][167][168]
Tremoring Bellow TremoringBellowIcon.png 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.[169]

斷法

Abilities with a cast bar can be interrupted during the cast.[60]

  • 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 Origin Description
Bulwark Bulwark Icon.jpg 坦克 Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block.[170][171][172][173]

仇恨技能

Threat (Aggro/Hate) is generated based on damage done, healing done, and modifiers on certain abilities.[174][175]

If we think about PVP settings and the role of taunt or hate, a lot of times for tanks in the MMOs that I've played- where you have a PvE and PvP scenario- those types of hate generation abilities don't really have cross application into the PVP realm; and that can feel bad, because typically a tank build-out can be delegated around how I generate hate; and if it has no cross application into PvP then effectively you're creating a class composition that just is not relevant in half of the game, or in that area of the game. So when we talk about how we're going to apply hate to player targets or taunt to player targets, sometimes that can move into the realm of target switching, or the ability to demand that target on the tank in a PvP scenario as well. That's something that we need to get player feedback on, because there's a lot of strong emotions around that type of mechanic. I for one am a big proponent of that. I think it's interesting. I think that it plays into the role of the tank and that it it hits a class fantasy that most tank players want to feel. And I think however on the flip side of that, it is a source of control; and anytime you're under the effects of some source of control, it's going to be a feel bad moment for the target that's being controlled. So that's why I think it generates a lot of feelings on both sides of the aisle.[176]Steven Sharif
  • Detargeting is the act of removing hate/threat/aggro from an enemy.[176]
  • There will be a taunt skill available at higher levels than what has been previewed so far for Alpha-2.[177]
Q: There were a lot of concerns about threat [in the Alpha-2 Tank preview video]. A lot of people didn't understand how holding threat works, because you weren't holding threat at some point.
A: It's important to remember that these previews are done at a very low-level, so these are low-level skills and abilities that the archetypes have available to them; and so because of that, some of the functionality from these abilities they don't necessarily perform as well as you would want them to in a later stage of the game for that role. Now also keep in mind that balance is a perspective that needs to be incorporated also. So, threat is generated based off of a few factors: It's based off of damage done, it's based off of healing done, it's based off of threat generation modifiers that are on abilities. Now the tank in this situation I believe has two abilities that are going to generate additional threat. They have the slicing- the number two ability; and then they also have the shout ability. Both of those are creating additional threat. But with that being said, we need to tune probably those abilities up a little bit to contend with the DPS that's coming both from the ranger and with the heals that are coming out of the cleric.[174]Steven Sharif
Skill Icon Origin Description
Ancestral Bolas Ancestral Bolas.png 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.[150]
Grapple Grapple Icon.png 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.[160][161]
Hatred V Tank Ability Active.png 坦克 Single target that adds hate.[178]
Inciting Strikes IncitingStrikesIcon.png 坦克 Slashes twice in a forward cone while adding additional threat.[179]
Shield Assault ShieldAssaultIcon.png 坦克 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.[83]
Slam Slam.png 坦克 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[165]

動作取消

戰鬥系統中不會有動作取消的機制。[180]

戰鬥姿態

將來很可能會有武器相關的戰鬥姿態[181]

隨機性

隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[182]

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.[183]Jeffrey Bard

主要技能

Alpha-1 preview primary skills.[171]

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.[184]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.[185]Steven Sharif

主要技能 (class abilities) are based on a player's archetype.[186][187]

技能點

Alpha-2 遊俠 skill tree user interface.[193]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[193]Tradd Thompson

Players receive skill points at specific points as they level.[194] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[195][196][197][198]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[3]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[194]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[194]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[199]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[200][201]
  • Augments do not cost skill points.[202] It was previously stated that certain augments will have more expense required on the skill point side.[203]
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。
  • It will not be possible to max all skills in a skill tree.[198]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[204]

主動技能

玩家可以把想要的主動技能放在技能欄中。[206][207]

  • 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[3][207]
  • 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。[17]
  • 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。[204]
  • 技能數量不會多得令人措手不及。[208]

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.[3]Steven Sharif

Universal skills

Universal skills, such as active blocking and dodge rolling, are able to be unlocked by all archetypes.[199][109]

Outside of your class-specific skill tree, there's going to be a subsection of a few skills that are universal, like active block, like dodge; and I think what we're going to do- or at least what we're going to be discussing here- is those universal skills will have progressions that might align with your passive tree; and you can spec skill points into progressing additional features of those universal abilities that you will have access to. So I think that's probably going to be the direction that we're going to take.[109]Steven Sharif
  • 技能點 can be used to unlock universal skills at the expense of unlocking class-specific skills.[199]
Q: Will each archetype be equally efficient with universal skills, like dodging and active blocking, or will each of them have their own versions and flavors, or will some people be more powerful than others?
A: We want to provide a progression path that's shared for those universal skills across all the archetypes. So when you spend skill points, you can choose to spend them within the universal skill set and unlock particular ability types for the universal skills as well, but you will be spending them from the skill points that you would normally spend within your class-specific skill tree; and this offers again a different wheel of customization that I think is interesting.[199]Steven Sharif
  • The developers will be testing the use of separate energy mechanics for universal skills in Alpha-2.[111]
  • Universal skill progression may align with a player's passive skill tree.[109]

大招

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。

Ultimate skills are very powerful skills that can be used when enough focus has been accumulated from using the 武器使用連擊系統.[209]

- None -

元素技能

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[210]Steven Sharif
Skill Icon Origin Description
Ball Lightning Ball Lightning Icon.png 法師 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.[211][212][213]
Blizzard Blizzard.png 法師 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.[214][215][211]
Chain Lightning Chain Lightning Icon clean.png 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.[151][152][153]
Cone of Cold Cone of Ice.png 法師 Blasts a cone of cold in front of the caster, dealing ice damage and applying 1 stack of Chilled to each enemy hit.[211][216][217]
Elemental Empowerment Elemental Empowerment (active).png 法師 Whenever you cast an elemental spell, your weapon attacks deal additional damage of that spell's element and apply a stack of the corresponding elemental status effects to targets hit. Casting a spell of a different element switches this effect to the new element.[218][219]
Fireball Fireball (Active).png 法師 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.[220] Hitting a conflagrating enemy with a lightning spell causes Fusion, dealing significant damage and removing the Conflagrated effect.[221]
Fissure Mage Spell 7.png 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.[159]
Frostbolt Frostbolt (Active).png 法師 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.[222][132]
Lightning Strike Lightning Strike (Active).png 法師 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.[223][224]
Magma Field (Lavastorm).png 法師 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.[225]
Meteor (Meteor Shower).png 法師 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.[226]
Quake Quake.png 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.[164]
Thundering Shot Thundering Shot Icon.png 遊俠 Fires a lightning-infused projectile at your target, dealing 200% of your physical power as Lightning damage.[227]

平衡

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[230]Steven Sharif
Balance-wise, there's a number of different interactions mechanically that you have within an ability that you can adjust in order to balance its power. The most most common ones are: Cooldown, Mana consumption, Damage done, Effect status conferred, Promotion of that effect status, Range.[231]Steven Sharif
When we move into Alpha 2 and we have a lot of data that's supporting the use of these particular abilities in combat settings, how often they're used, how often they result in death, what the average damage done by this archetype is comparatively to other damage done by different archetypes: All of that data gets logged and all of that data gets queried in order for us to refine the abilities so that they live in the environment we want them to. Now, that's not to mean that we're going to have a perfect balance across the board between the archetypes. Again, we're taking a rock-paper-scissor approach to balance, which means that some archetypes will do better against other archetypes and vice versa; and we're also not creating an environment where we want to have 1v1 balance. We are focused around group balance. Group composition is important.[228]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。
Even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes.[229]Steven Sharif
Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and bridge the divide slightly; and then move my identity that direction ever so slightly.[237]Steven Sharif

角色定位

Ashes of Creation has the traditional trinity of 坦克, DPS (damage dealers) and Support (healer or non-healer) roles.[238][239][240]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[241]Steven Sharif

Meta

A goal of Ashes of Creation is to emphasise micro metas that work for specific encounters, and de-emphasize macro metas that work for everything.[242]

What we're doing with this approach is we're de-emphasizing a macro meta and instead emphasizing a micro meta. And the difference between the macro/micro is that on the micro level you have metas that might form based on each individual type of encounter or experience. And in those senses, yes, there's going to be a most optimal: There's going to be a best in slot. There's going to be whatever that pertains to that particular challenge rating. But there won't we there will not be an overarching meta that says from a macro level, hey, if you got this shit, you're good to go for everything. That's boring, that's unfulfilling, that is not interesting; and it is just something that that dumbifies the experience.[242]Steven Sharif
  • Increasing difficulty ratings inspire more of a traditional vertical power progression that is common in other MMOs.[244][243]
Oftentimes you just have a very vertical power scale and that determines chase, but when you have a variety of relevance across certain types of adversaries and that variety changes over time because of player activity- and then that affects the economy and the crafter system and who was producing what for what demand- and everything gets shaken up. That's a very fun environment to exist in. It presents a more dynamic situation rather than a quote-unquote cookie-cutter type selection.[243]Steven Sharif
  • The intricacies of how nodes interact with predicates in the world means that it may be possible but difficult to achieve meta server builds.[245]
Q: Do you have any concerns on players eventually discovering a meta server build with nodes due to players heading to specific nodes and regions because they find that content more enjoyable; and if so how would you go about getting players to shift around the world to break up the meta?
A: I think it's interesting if players have a concerted effort across a server to interact with one another, learn from their actions, mistakes, successes, and effectuate that on the server. That's interesting, but I don't believe we'll see a meta form. I think that the intricacies are too great when it comes to how predicates are formed in order to elicit world state changes.[245]Steven Sharif

角色威力膨脹

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[246]

#REDIRECT MediaWiki:Weapon combo system/zh

Alpha-2 greatsword weapon combo animation.[247]

Whenever you get stab hits on the third and the fourth hit, those are actually procs. So, if you connect with the second hit of that proc hit you'll receive the additional effects, but you actually have to connect with a monster or player to receive the effect; and I think the proc rate is at a static 25 percent right now. We're looking at other ways to scale that. Maybe it scales with a stat, or maybe it scales with additional nodes, but right now it's kind of low.[248]Brian Ferguson

A weapon combo system (also referred to as Weapon use combo, Weapon attack combo, Weapon combo, and Weapon use ability) is utilized instead of a traditional auto-attack ability in Ashes of Creation.[247][249][132][250][251][252][253]

Let's say for example you're using a two-handed warhammer or something and you have a number of weapon combos that play animation style based on how many combos deep you go into an attack with that warhammer. So the first is going to be like a forward swing. Second is going to be a back swing. The third is going to be swing down and the fourth is going to be some twirl that you do; and that's what we call the combo animation montage.[125]Steven Sharif
We wanted to have a combo length progression available to players so that certain builds could have longer weapon combos and other builds can have shorter weapon combos with more passive effects.; and this has been the result of our exploration. So, when you start out you've got a pretty quick four-hit combo, but whenever you unlock the additional hits you get the fifth and sixth hits, which are at approximately 50% to the overall combo length. But we found that that gave a pretty satisfying floor and ceiling to how long the combo can be.[254]Brian Ferguson
Depending on what your class skill choice has been those are going to have synergy effects with the weapon skill tree. So my skill called spin-to-win might do 30 additional damage on a staggered target. So I see when my proc occurs with the stagger effect on my first swing, like for me as a player I might be only interested in landing that first swing, so every now and then I'm gonna swing once and then I'm gonna use a skill and then I'm gonna come back and swing again because that'll play my first swing montage, because it's been interrupted. So I won't move to the second one because I'm really just wanna hit that stagger effect. So that's going to be how my rotation lines up. However I might have some skill that on a stun target it might be an immediate cast and it's like some power you push or power hit; and that does- it knocks back a stun target. So if the target's stunned when this skill plays, it has an added effect of knock down and now they're gonna get knocked down for an additional two seconds. Now I might spec into that and as a result I want to finish through: swing, swing, and then knock down. So I get my chance at stunning that target with that weapon skill.[125]Steven Sharif
You may have items or set bonuses that change at what level those proc occurs. So I may have a full set of battle armor that changes all third hit combo procs to second hit requirements and now I have a chance not only on my second hit to land that tapering slow but I also have a chance to land my one second stun proc because I have the full set that changes my weapon progression. So that's the way itemization works with your weapon skill tree, is you can enhance when those weapon skill trees become available in your combat montage and that can be a relevant factor in how your skill rotations come to play; and mixes with your weapon attacks.
  • Weapon skill choices and rotations will vary based on whether the player is more focused on PvP or PvE.[125]
Right now some people might just say, "I don't care at all about my weapon attacks. I'm not going to invest a lot of points into that. And if I do, it's going to be primarily PvE focused where I'm more comfortable using just swinging my weapon, and I may not use them as much in PvP. I'm just going to be focused on skill rotations." That's okay, but the reason for those skill montages- back to your question- is they have a very relevant role in when certain procs come online from a weapons skill tree perspective.[125]Steven Sharif
  • Using a skill/ability other than a basic attack will in general reset the combo.[126]
    • The developers are considering specific abilities that might be able to be used without resetting the combo system.[126]
It acts similar in the sense of the core loop of what an auto attack is so to speak; where typically your other skills have a cooldown period, they have a rotation or whatever: Our combo system is a repeatable skill effect that you can continually attack with but it's a little bit more involved than what a traditional auto attack is; and it has components from a from an advancement standpoint when it comes to the types of procs that your weapon can have during that combo system... It's not going to have the quick time event that you guys saw early on in PAX and gave great feedback on, but it is going to have development with regards to the power of the weapon the type of weapon you're using, the additional proc effects that you can skill into: Those types of things are going to make it a little bit more complex of a system capture.[251]Steven Sharif

武器類別

武器 3D renders. These are depicted in the Threads of Fate cosmetic costume but are not part of that set. Models by Eli Hurst.[256]

Weapon classes (also referred to as weapon types and weapon groups) in Ashes of Creation may deal different types of physical damage.[257][13]

#REDIRECT MediaWiki:Switching gear/zh

There will be a loadout system that you can use in your inventory to help manage those different types of set that you can customize. So you can do a simple hotkey press and be able to swap your armors, out of combat of course, with a single button click.[259]Steven Sharif
You may not swap armor when you're in combat, but you may swap your weapons; and there's obviously a few reasons of why this can be important: We're a itemization agnostic class design, so players equip with items that there are most necessary based on the adversary or the challenge that they're facing; and so we want that to be available for players to swap with weapons.[265]Steven Sharif

大型副本機制

Boss fights will have fairly intricate mechanics.[271]

Combat itself will be pretty intricate mechanics-wise. We're going to have different phases of the bosses, there's going to be a lot of adds stuff, there's going to be random oriented skill usage. We're not going to have telegraphed templates on the ground, but we will have telegraphed animations, so it's going to be location, mobility, strategic. It will be something that can not be repeatable in the exact same way from raid to raid, but has a variance between the combat, so raiders are going to have to be fluid in thinking on their feet.[271]Steven Sharif
Anytime the boss is telegraphing an ability, that is an opportunity for you to direct the location of that effect; and so in that sense, yes you could use a boss's mechanics in an interesting way to affect an enemy raid.[273]Steven Sharif

預警

In specific circumstances there will be telegraphs (tells) to communicate something that's happening.[274]

  • Animation tells.
  • Templates.

大型副本頭目列表

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。

輔助技能

Alpha-2 遊俠 Camouflage skill.[275]

We have what are called utility skills and a lot of MMORPGS really only focus on active combat skills, but some of the favorite things that I've had as a gamer is tabletop RPGs like Pathfinder or Dungeons and Dragons, and there are skills in those games that are relevant to either your environment or the quest line; and they're a little bit sometimes "story mode".[276]Steven Sharif

A utility skill is a typically non-combat skill that interacts with the environment and offers counters and horizontal progression against other archetype abilities.[277][278][279][280] Utility skills lend themselves toward how classes navigate and deal with hazards in the world.[281]

When we think about utilities, some of the examples of those utilities might be a Rogue has invisibility. How do you address invisibility? Well, a Ranger might have a utility ability that spawns a Hound that trails invisible targets within an AoE radius of the Ranger and you get that location. Whereas, a Mage might have an Arcane Eye that actually reveals them to the party of the raid. Those are the types of utility skills that we want to create. They offer counters and horizontal progression against the other archetype abilities.[277]Steven Sharif
  • 職業 will have different utility abilities, such as detecting traps and other hazards.[278][279][281] For example: The Mage's detection spell casts light and reveals magical explosive hazards.[282]
    • Certain classes are able to climb/parkour in certain areas.[283][284] This is not a free-form ability. It will likely be restricted to certain quests, locations or objects.[285][286]
    • Certain classes (such as Rogues) will have stealth abilities.[287]
Q: What kind and how many special or unique activities can we expect classes to perform outside of combat, such as rogue's opening locks, tracking enemies as a ranger, or removing corruption from the ground as a cleric?
A: Just thirty minutes ago I was talking about those utility abilities like finding tracks, or cleansing poisons, arcane eye to reveal secret passages. The idea is how do we blend the traditional tabletop RPG role of utility and/or skill checks into the setting of a graphical MMORPG; and I think that it's both a complement of the skill kit that's available and how it interacts with the world for those curated or special designs within these locations. So to answer that question: that is intended- we've shown a little bit of that in the past and it is something that we want to make feel compelling and rewarding and viable as a use-case scenario in many different settings that you might find yourself in within the world.[278]Steven Sharif
  • All classes will have maneuverability/traversal utility abilities.[288]
  • Utility skills exist that can help players discover hidden paths and entrances and may lead to discovering hidden quests while exploring.[279]
  • Certain objects exist in the world (such as ladders and slides) that aid player mobility.[289]
We don't just have the approach of your class being reflected in your combat abilities but also there are utility abilities that certain classes have that other classes don't have.[290]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。
  • There will be a grappling hook utility skill or item.[291]
  • Rogues may also have a spyglass utility skill.[281]

角色死亡

Alpha-1 — 於戶外地下城死亡[292]

We don't have deleveling, instead what we have is experience debt. Now the more experience debt you accrue, the greater the detriment to your character; not to the point where you can not get out of the debt. There will always be a way forward to remove your debt.[293]Steven Sharif

玩家死亡時會化為灰燼。灰燼中包含玩家因死亡懲罰而掉落的物品[294][295][296][297] 任何玩家都可以即時拾取灰燼。[294] 拾取灰燼不會觸發玩家標記[298]

  • 非戰鬥員 (綠色玩家) 死亡時,將遭受一般懲罰,包括:[296]
    When players die and they take durability loss, our durability loss isn't like other games where it's a gold sink so to speak. It's a combination of both a gold sink and a material sink. So in a sense, even if you only have completed items, when you take that durability loss you are losing out on materials. It's just a debt to the materials that you are losing instead of the active loss of that material in your inventory. So now you are accruing a material debt if you want to repair and increase again the performance of those particular items that take that durability loss.[301]Steven Sharif

滿等角色死亡時將損失約 2-3% 總經驗值 (未定)。[311]

  • As of May 28, 2021, the experience debt in Alpha-1 testing is "completely off mark" and will either be changed or disabled prior to the next spot test.[311]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[312]

There will not be death penalties applied to event-based deaths. The penalties are in the outcome of the event. So your number of deaths is likely going to impact your ability to win that particular event and that's going to be the penalty. This is it to encourage players to opt in to the events right because the more participation we have the more fun it can be; and we understand that the community at large- there's already a risk versus reward component to these events. We don't need to stack on additional risk versus reward to inhibit kind of- to increase the barrier to entry for players who may not be as interested.[312]Steven Sharif
  • PvPPvE 情況下死亡將遭受同樣的懲罰 (未定)。[313]

玩家可能會遇溺而死。[314]

騎乘戰鬥

某些坐騎會有戰鬥能力[315][316]

  • 玩家不能騎乘時使用職業 技能[315]
  • 玩家騎乘時,坐騎能夠單獨被瞄準。[317]
  • 坐騎可以被玩家殺害,但經過一定的冷卻時間後可以重生。[317][318]

坐騎能力和數值

坐騎會有不同核心的特性數值[319]

是擁有強大的戰鬥能力的史詩級飛行坐騎,技能包括範圍噴火攻擊、俯衝飛行攻擊等等。[322][323]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[323]Steven Sharif

戰鬥寵物

戰鬥寵物 (also referred to as Item pets or Universal combat pets) may be acquired by any archetype.[324]

It’s important to note, combat pets are primarily horizontal in nature. Where as class pets (like summoner) are a very vertical mechanic.[326]Steven Sharif
  • Combat pets may be tamed from certain creatures in the world.[329]
  • Combat pets are categorized by class and will adhere to a simple trinity structure (Tank/DPS/Support).[327]
  • Combat pets will also be categorized into different rarities.[327]
  • Combat pets may not be able to be summoned in certain dungeons, instances or other spaces.[331]
It will participate in combat. It will allow you different options sometimes, but it won't necessarily increase your power and... you'll be sacrificing something for it.[328]Jeffrey Bard

海戰

Tea transport PAX East 2018 exclusive cosmetic ship skin.[332]

Sailing will be pretty in-depth and it's going to be based on the size of the ship that you're using. So there will be components for seamanship that other players you will need to have on board if you want to operate a vessel to the best of it's skills: Let's say in combat or traversing just the world.[333]Steven Sharif

船舶 are vehicles in Ashes of Creation. Ships are owned by the player who has the ship item in their inventory. Only that player can summon the ship.[104][334]

  • Ship creation is generally delegated to players. There won't be many non-player-owned ships.[335]
    • Quest lines may have NPC driven ships.[335]
    • NPC ships will be present on the ocean that are adversaries or monsters that will be targets for players to try to raid or hunt for treasure.[335]
For the most part all ship creation will be delegated to the player. You have to build up a ship or find somebody who has one if you want to get across the seas.[335]Steven Sharif
  • There won't be mechanics for players to hire NPCs to carry out tasks on ships.[336]
  • Ship owners are able to grant permissions to allow other players to navigate their ships and access certain ship functions.[337][334]
    • Ship navigators receive a significant defensive buff while they are navigating the ship. This reduces CC effects and increases damage mitigation significantly.[337]
    • If the ship navigator is killed or otherwise removed from the ship then any player will be able to navigate the ship for a period of 15 to 20 minutes before the ship despawns and becomes a wreckage.[337]
    • Other ship permissions may include operating weapons, anchors, and utility items.[334]
  • Nothing can move or or block ships, apart from other ships. Ships collisions come with the risk of significant damage to the vessels involved.[340][104]
We adhere to some semblance of real physics feelings with regards to these vehicles; and so ships do have the potential to be pushed in different directions and out of the way for each other. That is an intended collision experience that we want ships to have. But it should come with significant risk and potential damage to the vessels themselves.[340]Steven Sharif
Alpha-2 Negalith naval raid boss.[341]

This is one of the Alpha-2 raid bosses that are going to be in the ocean. That'll be interesting when you come across that, what might happen. Good luck. We should have added a scale there because yeah, it's a big boy. The number of ships needed for that one's going to be a lot.[341]Steven Sharif

海戰 involves different types of 船舶 with varying capabilities, armaments and roles to play out on the high seas. There will be a balance and counterbalance between ships from PvP and PvE perspectives.[341][342]

Battles at sea will be epic. They will have some supreme rewards and/or losses if the battle succeeds or fails.[348]Steven Sharif
Q: Will there be a way to produce enough experience for a node for those who want to spend the majority of their time on the open seas?
A: The open seas have have a good amount of content; and that content when completed will give its contribution to a nearby node; and that is something that people who live on the sea, or desire to live on the sea, will be able to um contribute in a way.[350]Steven Sharif

插件/傷害統計

Addons, DPS meters, and threat meters will not be supported.[351][352][353][354]

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[353]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[355]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[352][356][354]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[352]Steven Sharif
Meters in my opinion are a removal from the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[352]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。
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[357]
  • The design of the game API is still under consideration.[358]

戰鬥記錄

There are combat logs in Ashes of Creation.[359]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[360]Steven Sharif

Floating combat text

Alpha-2 Floating combat text work-in-progress UI.[361]

Damage you take, which is indicated in this red number, floats towards your left-hand side; and when you do damage to a target they float to your right-hand side. Now one of the very important aspects of these floating texts is providing the player with customization options that they can adjust the size of the floating text. They can adjust the color composition on how these texts are represented. They can also include damage icons to indicate the ability that's used for those floating texts; and importantly we also call out the crits that you do in a separate way: how they pop in they're slightly above the other number; and then more so, we also have additional functionality for cumulative damage.[361]Steven Sharif

Floating combat text shows damage taken, damage dealt, cumulative damage, crits, heals, XP gained, and other important combat indicators.[361]

  • Damage taken appears in red and floats to the left.[361]
  • Damage dealt appears in yellow and floats to the right.[361]
  • Crits appear larger and are slightly above the other numbers.[361]
  • XP appears in white and is slightly lower on the UI.[361]

Floating combat text is able to be customized by the player.[361][362]

Providing maximum flexibility and player customization options for these floating texts I think is super important.[361]Steven Sharif

陣營

Ashes of Creation 沒有預設的陣營[363]

我們讓玩家參與這些非強迫性衝突,是敵是友,自行定奪。[364]Steven Sharif

因為我們沒有區分陣營,玩家需要有能力選擇做「壞」事或「好」事,所以我們必須提供大量壞事給玩家參與。[365]Steven Sharif

影片

社群指南

其他

引用

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  106. 107.0 107.1 直播, 2022-06-30 (51:17).
  107. 108.0 108.1 直播, 2020-01-30 (1:34:12).
  108. 109.0 109.1 109.2 109.3 109.4 109.5 直播, 2021-11-19 (50:38).
  109. 直播, 2020-06-26 (1:24:06).
  110. 111.0 111.1 111.2 直播, 2022-12-02 (1:05:08).
  111. 112.0 112.1 影片, 2023-01-27 (35:51).
  112. 113.0 113.1 113.2 影片, 2022-12-02 (34:41).
  113. 114.0 114.1 114.2 影片, 2022-12-02 (16:55).
  114. 115.0 115.1 115.2 直播, 2024-03-29 (2:38:15).
  115. 116.0 116.1 116.2 116.3 直播, 2023-09-29 (1:12:16).
  116. 117.0 117.1 117.2 117.3 影片, 2023-01-27 (40:24).
  117. 直播, 2023-01-27 (15:22).
  118. 直播, 2023-01-27 (1:13:29).
  119. 直播, 2021-09-24 (1:22:46).
  120. 直播, 2020-06-26 (1:19:50).
  121. shieldactiveblockA1.png
  122. 123.0 123.1 影片, 2022-06-30 (20:29).
  123. 124.0 124.1 影片, 2022-06-30 (21:19).
  124. 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 125.8 125.9 Podcast, 2021-09-29 (47:57).
  125. 126.0 126.1 126.2 126.3 126.4 直播, 2020-02-28 (1:10:21).
  126. 127.0 127.1 127.2 127.3 直播, 2024-03-29 (1:55:14).
  127. 128.0 128.1 直播, 2022-06-30 (53:33).
  128. 直播, 2020-12-22 (1:12:56).
  129. 130.0 130.1 130.2 130.3 130.4 直播, 2017-05-24 (45:12).
  130. 131.0 131.1 直播, 2020-06-26 (1:50:01).
  131. 132.0 132.1 132.2 132.3 影片, 2023-04-28 (15:35).
  132. 133.0 133.1 133.2 直播, 2022-09-30 (49:16).
  133. 134.0 134.1 134.2 Podcast, 2021-09-29 (40:50).
  134. 135.0 135.1 訪談, 2018-05-11 (16:32).
  135. 136.0 136.1 136.2 影片, 2022-09-30 (19:32).
  136. 137.0 137.1 137.2 影片, 2022-09-30 (10:44).
  137. 138.0 138.1 138.2 直播, 2023-04-28 (55:55).
  138. 直播, 2022-09-30 (46:17).
  139. 直播, 2022-09-30 (26:42).
  140. 直播, 2017-10-16 (25:56).
  141. 影片, 2023-12-19 (27:14).
  142. CC effects do notapply to non-combatants.png
  143. 144.0 144.1 144.2 直播, 2021-04-30 (1:08:10).
  144. summons-ccs.png
  145. 直播, 2018-02-09 (28:17).
  146. 直播, 2019-11-22 (1:06:25).
  147. steven-hard-ccs.png
  148. Podcast, 2018-08-04 (1:11:52).
  149. 150.0 150.1 Ancestral Bolas Description.png
  150. 151.0 151.1 New Chain Lightning Description.png
  151. 152.0 152.1 影片, 2023-05-31 (12:12).
  152. 153.0 153.1 影片, 2023-04-28 (17:50).
  153. 影片, 2023-07-28 (20:50).
  154. Chains of Restraint Info Panel.png
  155. 影片, 2023-07-28 (29:23).
  156. Condemn Info Panel.png
  157. Crippling Blow Description.png
  158. 159.0 159.1 Fissure Description2.png
  159. 160.0 160.1 影片, 2023-03-31 (9:55).
  160. 161.0 161.1 影片, 2023-01-27 (10:27).
  161. Imbue Ammo Weighted Skill Tree Description.png
  162. Knock Out Skill Tree Description.png
  163. 164.0 164.1 Quake Description.png
  164. 165.0 165.1 Slam Description.png
  165. 影片, 2023-04-28 (17:22).
  166. Slumber Description2.png
  167. 影片, 2023-09-29 (11:23).
  168. 影片, 2023-01-27 (7:28).
  169. Alpha-1 screenshot.
  170. 171.0 171.1 toast-keybinds-skills.png
  171. 影片, 2021-02-09 (0:37).
  172. 直播, 2020-07-31 (1:14:26).
  173. 174.0 174.1 直播, 2023-01-27 (1:04:34).
  174. 175.0 175.1 steven-aggro.png
  175. 176.0 176.1 176.2 直播, 2023-02-24 (1:25:11).
  176. steven-taunt.png
  177. 178.0 178.1 直播, 2017-10-16 (21:48).
  178. 影片, 2023-01-27 (6:41).
  179. 直播, 2017-05-17 (1:05:11).
  180. 直播, 2019-06-28 (1:19:00).
  181. 直播, 2017-05-30 (16:25).
  182. 183.0 183.1 183.2 直播, 2018-12-06 (48:52).
  183. 直播, 2017-10-16 (1:00:44).
  184. 訪談, 2018-08-08 (22:27).
  185. 186.0 186.1 直播, 2023-12-19 (1:20:41).
  186. 187.0 187.1 progression.png
  187. 188.0 188.1 直播, 2023-07-28 (1:04:27).
  188. 189.0 189.1 189.2 訪談, 2020-07-18 (1:05:04).
  189. class secondary.png
  190. 影片, 2022-09-30 (17:00).
  191. 直播, 2021-09-24 (1:18:06).
  192. 193.0 193.1 影片, 2023-12-19 (5:29).
  193. 194.0 194.1 194.2 直播, 2023-07-28 (1:03:27).
  194. 訪談, 2020-07-29 (55:44).
  195. 訪談, 2020-07-19 (53:59).
  196. 訪談, 2020-07-18 (1:07:51).
  197. 198.0 198.1 直播, 2017-07-28 (19:05).
  198. 199.0 199.1 199.2 199.3 直播, 2023-12-19 (1:49:56).
  199. 直播, 2023-12-19 (1:46:12).
  200. 訪談, 2020-07-29 (54:44).
  201. Forums - Livestream Q&A 2022-08-26.
  202. 訪談, 2020-07-18 (1:07:06).
  203. 204.0 204.1 直播, 2017-11-16 (30:02).
  204. 直播, 2020-08-28 (1:21:03).
  205. 直播, 2017-05-03 (15:15).
  206. 207.0 207.1 直播, 2020-03-28 (1:41:42).
  207. 直播, 2017-05-19 (43:09).
  208. 直播, 2017-06-30 (29:13).
  209. 直播, 2018-04-8 (PM) (26:19).
  210. 211.0 211.1 211.2 影片, 2023-09-29 (11:29).
  211. New Ball Lightning Description.png
  212. 影片, 2023-04-28 (7:15).
  213. 影片, 2023-04-28 (9:22).
  214. Blizzard Description2.png
  215. Cone of Cold Description2.png
  216. 影片, 2023-04-28 (11:22).
  217. 影片, 2023-04-28 (14:55).
  218. Elemental Empowerment Description.png
  219. Fireball Description2.png
  220. New Fireball Description.png
  221. New Frostbolt Description.png
  222. Lightning Strike Description2.png
  223. 影片, 2023-04-28 (13:40).
  224. Magma Field Description2.png
  225. Meteor Description2.png
  226. Thundering Shot Description.png
  227. 228.0 228.1 228.2 228.3 直播, 2023-12-19 (1:25:16).
  228. 229.0 229.1 229.2 直播, 2020-10-30 (33:26).
  229. 230.0 230.1 230.2 Podcast, 2018-04-23 (59:28).
  230. 231.0 231.1 直播, 2023-12-19 (1:23:00).
  231. 直播, 2022-12-02 (1:05:51).
  232. 233.0 233.1 訪談, 2018-10-20 (2:40:17).
  233. Podcast, 2021-09-29 (30:04).
  234. 直播, 2021-06-25 (1:05:01).
  235. 直播, 2018-02-09 (41:56).
  236. 237.0 237.1 Podcast, 2018-04-23 (1:01:01).
  237. Podcast, 2021-04-11 (13:30).
  238. 239.0 239.1 239.2 239.3 Group dynamics blog.
  239. 240.0 240.1 240.2 240.3 直播, 2017-05-22 (46:04).
  240. 241.0 241.1 訪談, 2018-10-20 (2:40:16).
  241. 242.0 242.1 242.2 訪談, 2023-07-09 (1:43:38).
  242. 243.0 243.1 243.2 243.3 Podcast, 2021-04-11 (54:35).
  243. 訪談, 2023-07-09 (1:40:41).
  244. 245.0 245.1 直播, 2023-04-07 (1:15:02).
  245. 訪談, 2018-10-20 (2:53:52).
  246. 247.0 247.1 影片, 2024-03-29 (50:16).
  247. 影片, 2024-03-29 (57:52).
  248. 影片, 2023-12-19 (10:08).
  249. 直播, 2022-09-30 (43:45).
  250. 251.0 251.1 直播, 2020-01-30 (1:28:40).
  251. 直播, 2018-01-18 (22:46).
  252. steven-auto-attack-definition.png
  253. 254.0 254.1 影片, 2023-12-19 (8:37).
  254. 直播, 2021-09-24 (1:19:17).
  255. 直播, 2021-08-27 (1:04:30).
  256. 影片, 2023-08-31 (45:06).
  257. 直播, 2023-04-28 (39:06).
  258. 259.0 259.1 訪談, 2023-09-10 (47:13).
  259. 直播, 2023-02-24 (46:15).
  260. 直播, 2021-11-19 (40:53).
  261. 直播, 2023-11-30 (1:37:49).
  262. 影片, 2023-11-30 (19:06).
  263. 直播, 2022-06-30 (1:17:34).
  264. 265.0 265.1 直播, 2023-04-28 (51:16).
  265. 266.0 266.1 直播, 2022-09-30 (51:09).
  266. 直播, 2017-07-28 (34:32).
  267. 訪談, 2020-07-18 (1:03:45).
  268. 直播, 2019-05-30 (1:15:58).
  269. Forums - Dev Discussion #52 - Boss Mechanics
  270. 271.0 271.1 271.2 271.3 271.4 271.5 271.6 直播, 2018-04-8 (PM) (1:14:01).
  271. 直播, 2022-05-27 (1:14:46).
  272. 273.0 273.1 273.2 訪談, 2023-09-10 (32:16).
  273. 直播, 2017-05-22 (49:38).
  274. 影片, 2024-01-31 (4:48).
  275. 直播, 2020-07-25 (42:49).
  276. 277.0 277.1 直播, 2023-12-19 (1:11:17).
  277. 278.0 278.1 278.2 直播, 2023-02-24 (1:13:19).
  278. 279.0 279.1 279.2 直播, 2023-02-24 (6:51).
  279. 直播, 2017-06-30 (30:34).
  280. 281.0 281.1 281.2 直播, 2017-05-12 (33:10).
  281. class utilities.png
  282. 直播, 2017-05-15 (15:10).
  283. utility skills.jpg
  284. 直播, 2018-01-18 (34:56).
  285. 直播, 2019-06-28 (1:21:46).
  286. class stealth.png
  287. class mobility.png
  288. 直播, 2021-10-29 (1:07:11).
  289. 直播, 2017-05-24 (57:41).
  290. 直播, 2017-05-12 (18:00).
  291. 直播, 2020-03-28 (1:58:24).
  292. Podcast, 2018-04-23 (49:21).
  293. 294.0 294.1 直播, 2021-03-26 (1:07:33).
  294. 295.0 295.1 a419c5398b542a713545e4f393d67215.png
  295. 296.0 296.1 296.2 296.3 296.4 296.5 296.6 296.7 296.8 Podcast, 2017-05-05 (43:05).
  296. 297.0 297.1 訪談, 2020-07-18 (27:11).
  297. Podcast, 2021-04-11 (34:41).
  298. 直播, 2017-05-19 (13:37).
  299. Ashes of Creation Forums - Former Lineage 2 PvP'er wanting to discuss PvP loopholes.
  300. 301.0 301.1 訪談, 2021-02-07 (13:14).
  301. 訪談, 2020-07-29 (16:46).
  302. 303.0 303.1 直播, 2021-01-29 (1:24:27).
  303. 直播, 2018-09-27 (47:46).
  304. 305.0 305.1 305.2 訪談, 2020-07-18 (41:54).
  305. 直播, 2017-11-17 (35:20).
  306. 訪談, 2018-05-11 (15:41).
  307. 訪談, 2017-04-27 (9:28).
  308. 直播, 2021-06-25 (1:15:37).
  309. 訪談, 2018-05-11 (3:43).
  310. 311.0 311.1 直播, 2021-05-28 (1:50:50).
  311. 312.0 312.1 直播, 2020-12-22 (1:13:51).
  312. 直播, 2017-05-15 (36:23).
  313. 直播, 2017-07-28 (50:22).
  314. 315.0 315.1 直播, 2017-05-05 (22:44).
  315. 直播, 2018-04-8 (AM) (12:34).
  316. 317.0 317.1 317.2 317.3 訪談, 2020-07-19 (1:05:41).
  317. 直播, 2017-05-10 (38:27).
  318. mount stats.png
  319. mount abilities.png
  320. mount speeds.png
  321. dragon abilities.png
  322. 323.0 323.1 323.2 直播, 2018-04-8 (PM) (51:49).
  323. 324.0 324.1 訪談, 2022-01-14 (42:18).
  324. 訪談, 2023-09-10 (1:05:52).
  325. 326.0 326.1 steven-combat-pets.png
  326. 327.0 327.1 327.2 直播, 2020-10-30 (1:21:14).
  327. 328.0 328.1 直播, 2019-06-28 (1:24:27).
  328. 直播, 2018-01-18 (33:09).
  329. 直播, 2023-02-24 (1:27:22).
  330. 直播, 2021-04-30 (1:10:04).
  331. Ashes of Creation Store: Tea transport.
  332. 直播, 2018-10-31 (54:21).
  333. 334.0 334.1 334.2 直播, 2021-05-28 (1:52:15).
  334. 335.0 335.1 335.2 335.3 直播, 2021-09-24 (1:26:46).
  335. 直播, 2023-01-27 (1:32:00).
  336. 337.0 337.1 337.2 直播, 2023-10-31 (1:27:50).
  337. 直播, 2021-07-30 (1:14:04).
  338. steven-shops-on-ships.png
  339. 340.0 340.1 直播, 2024-03-29 (2:33:50).
  340. 341.0 341.1 341.2 341.3 直播, 2022-03-31 (1:10:43).
  341. 342.0 342.1 342.2 直播, 2017-07-28 (47:53).
  342. 直播, 2022-04-29 (1:03:25).
  343. steven-ship-weapons.png
  344. 345.0 345.1 直播, 2023-02-24 (1:23:34).
  345. 346.0 346.1 直播, 2022-10-14 (58:46).
  346. steven-island-castle.png
  347. 直播, 2019-06-28 (1:12:08).
  348. 直播, 2022-05-27 (1:12:33).
  349. 直播, 2022-12-02 (1:21:51).
  350. 訪談, 2023-09-10 (34:51).
  351. 352.0 352.1 352.2 352.3 352.4 直播, 2023-02-24 (1:19:29).
  352. 353.0 353.1 Ashes of Creation Forums - No Damage Meter?
  353. 354.0 354.1 直播, 2017-05-10 (20:02).
  354. 訪談, 2018-10-20 (6:29).
  355. 直播, 2020-04-30 (1:28:19).
  356. 訪談, 2018-05-11 (49:03).
  357. 直播, 2017-05-10 (21:41).
  358. Ashes of Creation Forums - No Damage Meter?
  359. Ashes of Creation Forums - No participation trophy.
  360. 361.00 361.01 361.02 361.03 361.04 361.05 361.06 361.07 361.08 361.09 361.10 361.11 影片, 2022-06-30 (16:39).
  361. 362.0 362.1 直播, 2021-06-25 (29:09).
  362. 直播, 2017-05-26 (39:36).
  363. 364.0 364.1 364.2 364.3 364.4 訪談, 2020-07-18 (22:26).
  364. 直播, 2018-04-8 (PM) (11:27).