目標鎖定模式

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Alpha-1 early hybrid combat demo.[1]

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.[2]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[2][3]

  • 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。[4][5][1][6]
  • 無鎖定模式設有準星,與第三人稱動作遊戲相似。[2][1][6][7]
    • 玩家無須處於準星模式來施放無鎖定技能。[8]
    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。[8]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.[2][1]
    • 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.[4][2]
    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.[4]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[2]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[1]
    • 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.[9]
    • In future the user will have the ability to choose from different reticle appearances.[10]
  • The tab mode (MMO mode) facilitates tab targeted combat.[1][6] A tab-targeted ability requires a target in order to utilize that skill.[4][7]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[1]
    • There will be a "target of target" capability on the user interface.[11]

Hybrid combat is being tested in Alpha-1.[2][12]

  • Targeting modes are able to be achieved through choice of skills/abilities.[4][12][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.[14]

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.[15]

  • Damage.[15]
  • Charge up time.[15]
  • CC effects.[15]
  • Cooldown.[16]
  • Energy consumption.[16]
  • Cost to spec.[16]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[17]

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. [15]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:[16]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[16][13]
  • Softer CC's would be housed in tab-targeted abilities.[16]

Ashes of Creation Apocalypse combat targeting

Action combat in Ashes of Creation Apocalypse utilizes a targeting reticle.[19]

  • A hot key can be used to toggle reticle mode on and off.[19]
  • Left mouse click is used for basic weapon attacks.[20]
  • Right mouse click is used as a "focus" button. It can also be used to activate root motion attacks for melee.[20]
  • Combat targeting uses hitbox registration in three separate regions: Upper body, lower body and head.[21]
  • Certain weapons and skills have ADS (Aim Down Sights) functionality.[22][23]

There will be aim down sights. You may have seen it that you can aim down sights on weapons; and there will be scopes on like crossbows and stuff that - arcane scopes - that you can use.[22]Steven Sharif

Some spells do have ADS. There's a long-range meteor blast that can be used from one of the spell books; and that has an arcane zoom in. It lets you zoom into a target.[23]Steven Sharif

Alpha-1 will test hybrid action/tab combat.[12][24]

擊殺時間

商隊 PvP in Alpha-2.[25]

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.[26]Steven Sharif

擊殺時間 (TTK) in Ashes of Creation will be a little bit faster than most MMOs.[26]

  • Previously it was stated that the TTK was expected to be around 30 seconds to a minute.[27]
  • The developers do not want one-shots in the final MMORPG.[28]
  • Average non-elite mob time-to-kill for a solo player is intended to be around 6 seconds.[29]
In the MMORPG we really don't want to see any one-shots. The time-to-kill needs to be strategic and tactical.[28]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.[30][31][32]

Weapon and armor skills

武器 and 装甲 are tied to skills in Ashes of Creation Apocalypse.[37]

  • Swapping between weapons will allow players to access the different skills on their hotbar.[37]
  • Certain armor pieces have utility and defensive skills, such as like Camouflage, Polymorph and Battlefield wall.[37]
  • Weapons are tied to one specific skill in early testing, but this may change.[38]

Weapons will have skills associated with them and they'll will rest on a hot bar and you can swap between the weapons on the hot bar and that'll allow you to access the different skills. Additionally the breastplate, the leggings: Those also have skills associated with them those are more utility and defensive abilities, such as like camouflage, polymorph, battlefield wall; that stuff. Those are on the armor pieces and then they are associated with right now the VC hotkeys for their abilities.[37]Steven Sharif

Right now weapons are tied to one specific skill; and that's just again because we're so early in alpha 1; but well probably be changing that as we continue to iterate and test.[37]Steven Sharif

Skills and stats on gear

Crafters will be able to assign different skills/abilities and stats on gear.[39][40]

Crafters will be able to 'rejigger' stat blocks; and there will be a couple of other ways to move things around to create both the look and the stat block that you're looking for. It's not always going to be easy. There will be a lot of challenges involved with that. But the goal is to give you guys the option to customize your gear the way you want them to be.[39]Jeffrey Bard
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。

Gear is broken down into Core Stats and Additional Stats.[44]

Ashes of Creation Apocalypse weapon skills

Ashes of Creation Apocalypse weapon skills

- None -

Ashes of Creation Apocalypse armor skills

Ashes of Creation Apocalypse armor skills

- None -

戰鬥技能

The aspiration for combat is for abilities to have corresponding counter-play abilities.[45]

  • The goal is to have special animations for parrying, blocking and evading.[46]

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.[46]Jeffrey Bard

控場

控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[47][45]

  • 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.[49]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[52]
    • In Alpha-1 testing mounts were not separate from the player.[52]
There's also going to be effects that just stun the mount or stun you on the mount.[52]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.[45]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.[45]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[57]
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.[58] The root effect is nature based.[59]
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.[60]
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.[61][62][63]
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.[64][65]
Condemn Condemn.png 牧師 Stun target enemy for 3 seconds.[66][67]
Crippling Blow Crippling Blow.png 鬥士 Deal Physical damage and apply Snare to target enemy for 6 seconds.[68]
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.[69]
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.[70][71]
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.[72]
Knock Out Knock Out.png 鬥士 Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[73]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[74]
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.[75]
Slam Slam.png 坦克 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[76]
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.[77][78][79]
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.[80]

靈活性

Revamped Alpha-1 法師 Fireball ability.[81][82]

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.[81]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.[83]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.[83][88]
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.[88]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.[91]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[92][93]
    • Crouching may or may not be in the game.[94][95]
  • The ability to prone is not be in the game.[94][95]
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.[97]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.[50]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.[51]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.[58] The root effect is nature based.[59]
Blink Blink.png 法師 Instantly teleport a set distance in the direction you are moving.[98][99]
Blitz Blitz.png 鬥士 Charge directly toward target enemy, dealing Physical damage to the target on arrival.[100]
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.[101]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[102]
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.[103]
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.[104]
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.[105]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[74]
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.[106]
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.[107]
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.[108]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[109]
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.[110]
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.[111]
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.[112][113] An ally is defined as any non-combatant player or non-mob NPC.[114]

人物動作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[116]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[117]
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.[116]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[118]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[119]

碰撞

There are player and spell/projectile collision mechanics in Ashes of Creation.[123][124][125]

  • 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.[126][125]
  • Specific ranged skills will have a pushback effect but this is not inherent to all ranged abilities.[128]
  • Player collision inherently limits the number of individuals that can be affected by AoE skills.[123]
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.[124]Steven Sharif

閃躲

閃躲 in Alpha-1 early combat.[129]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[129]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[130][131][132]

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.[131]Steven Sharif

主動格擋

坦克 active blocking with a Shield in Alpha-2.[136]

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.[137]Tradd Thompson

主動格擋 is a universal skill that applies to all classes.[139][140][130][141][137][134]

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.[141]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.[144]Steven Sharif
  • Some abilities may be able to overcome, surpass, or cancel active blocking.[140]
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.[140]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.[145][146]

斷法

Abilities with a cast bar can be interrupted during the cast.[90]

  • 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.[148][149][150][151]

動作取消

戰鬥系統中不會有動作取消的機制。[152]

橫掃攻擊

Weapon attack cone in Alpha-1.[1]

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.[1]Steven Sharif

All weapons have a forward attack cone, regardless of being in tab or action mode.[1]

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.[1]Steven Sharif

This is described as a weapon attack not an active skill.[1]

戰鬥姿態

將來很可能會有武器相關的戰鬥姿態[154]

隨機性

隨機性 elements pertain to combat relating to stats such as Critical hit, Evasion, Blocking chance.[155]

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.[156]Jeffrey Bard

Ashes of Creation Apocalypse class kits

Six classes will be present in Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[157]

These classes relate to the trinity of classes: 坦克, DPS and Support.[157][158]

  • Skills/abilities are not tied specifically to weapons in castle siege mode.[159]
    • It was previously stated that weapon skills are applied to augment a class' base skills.[160]
  • Base class skills may be able to be selected from a host of available skills for that class based on a player's progression within that season.[160][161]

We had a little bit of an idea that we're going to explore with regards to each of the classes having a range of skills and abilities that players can customize that skill kit based on their progression within a season, let's say; and that progression can be gained from any of the modes and it would grant you the ability to customize that skill kit for the before the siege mode or the horde mode. But that's something that might come at a later date.[161]Steven Sharif

Ashes of Creation Apocalypse 職業 only apply to Ashes of Creation Apocalypse castle sieges and Ashes of Creation Apocalypse horde mode.[162]

其他

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  17. steven-action-tab-attack-range.png
  18. 直播, 2018-09-27 (17:52).
  19. 19.0 19.1 直播, 2018-07-09 (58:26).
  20. 20.0 20.1 訪談, 2018-08-08 (27:04).
  21. 訪談, 2018-08-17 (3:58).
  22. 22.0 22.1 訪談, 2018-08-17 (4:31).
  23. 23.0 23.1 訪談, 2018-08-17 (6:03).
  24. 直播, 2018-04-8 (PM) (41:44).
  25. 影片, 2024-01-31 (5:22).
  26. 26.0 26.1 直播, 2024-01-31 (59:45).
  27. 訪談, 2018-10-20 (3:25:46).
  28. 28.0 28.1 訪談, 2018-10-20 (9:10).
  29. steven-mob-ttk.png
  30. 直播, 2020-10-30 (1:15:59).
  31. steven-headshots-1.png
  32. 32.0 32.1 steven-headshots-2.png
  33. 33.0 33.1 訪談, 2018-10-21 (9:10).
  34. 訪談, 2018-10-20 (3:25:31).
  35. 35.0 35.1 35.2 直播, 2018-09-27 (34:49).
  36. Headshot Description Ranger2.png
  37. 37.0 37.1 37.2 37.3 37.4 訪談, 2018-08-17 (6:53).
  38. 訪談, 2018-08-17 (7:52).
  39. 39.0 39.1 39.2 39.3 39.4 直播, 2020-11-30 (1:05:22).
  40. Podcast, 2018-08-04 (59:58).
  41. steven-crafting-stats.png
  42. 直播, 2020-12-22 (1:15:01).
  43. Podcast, 2021-09-29 (52:58).
  44. 直播, 2020-08-28 (1:14:54).
  45. 45.0 45.1 45.2 45.3 45.4 直播, 2017-05-24 (45:12).
  46. 46.0 46.1 直播, 2020-06-26 (1:50:01).
  47. 直播, 2017-10-16 (25:56).
  48. 影片, 2023-12-19 (27:14).
  49. CC effects do notapply to non-combatants.png
  50. 50.0 50.1 50.2 直播, 2023-12-19 (1:16:19).
  51. 51.0 51.1 51.2 直播, 2022-09-30 (51:28).
  52. 52.0 52.1 52.2 直播, 2021-04-30 (1:08:10).
  53. summons-ccs.png
  54. 直播, 2018-02-09 (28:17).
  55. 直播, 2019-11-22 (1:06:25).
  56. steven-hard-ccs.png
  57. Podcast, 2018-08-04 (1:11:52).
  58. 58.0 58.1 Air Strike New Description.png
  59. 59.0 59.1 影片, 2022-09-30 (15:28).
  60. Ancestral Bolas Description.png
  61. New Chain Lightning Description.png
  62. 影片, 2023-05-31 (12:12).
  63. 影片, 2023-04-28 (17:50).
  64. 影片, 2023-07-28 (20:50).
  65. Chains of Restraint Info Panel.png
  66. 影片, 2023-07-28 (29:23).
  67. Condemn Info Panel.png
  68. Crippling Blow Description.png
  69. Fissure Description2.png
  70. 影片, 2023-03-31 (9:55).
  71. 影片, 2023-01-27 (10:27).
  72. Imbue Ammo Weighted Skill Tree Description.png
  73. Knock Out Skill Tree Description.png
  74. 74.0 74.1 Leap Strike Description.png
  75. Quake Description.png
  76. Slam Description.png
  77. 影片, 2023-04-28 (17:22).
  78. Slumber Description2.png
  79. 影片, 2023-09-29 (11:23).
  80. 影片, 2023-01-27 (7:28).
  81. 81.0 81.1 直播, 2021-02-26 (27:41).
  82. 影片, 2021-02-26 (6:17).
  83. 83.0 83.1 83.2 83.3 83.4 直播, 2023-07-28 (1:02:23).
  84. 84.0 84.1 直播, 2022-06-30 (46:30).
  85. 直播, 2021-07-30 (31:22).
  86. 訪談, 2021-06-13 (4:12).
  87. 直播, 2021-05-28 (1:13:05).
  88. 88.0 88.1 88.2 直播, 2022-12-02 (59:47).
  89. 直播, 2020-04-30 (1:17:13).
  90. 90.0 90.1 直播, 2017-05-08 (43:30).
  91. 91.0 91.1 直播, 2024-03-29 (2:01:57).
  92. 92.0 92.1 直播, 2021-12-23 (55:32).
  93. 影片, 2021-12-23 (23:53).
  94. 94.0 94.1 直播, 2022-10-14 (48:45).
  95. 95.0 95.1 stevenclarification.png
  96. 直播, 2020-06-26 (1:30:40).
  97. 97.0 97.1 直播, 2022-06-30 (49:42).
  98. 影片, 2023-04-28 (4:40).
  99. Blitz Description.png
  100. Call of the Wild Description.png
  101. Trail Speed Bonus Description.png
  102. Exert Description.png
  103. Form of Celerity Description.png
  104. Form of Fluidity Skill Tree Description.png
  105. Lunging Assault Description.png
  106. Recharging Lunging Assault Description.png
  107. 影片, 2023-01-27 (5:07).
  108. Speed Boost Description New.png
  109. Unstoppable Exert Skill Tree Description.png
  110. Whirlwind Description.png
  111. 影片, 2023-07-28 (24:03).
  112. Wings of Salvation Info Panel.png
  113. 影片, 2023-07-28 (24:16).
  114. 影片, 2017-05-25 (0:02).
  115. 116.0 116.1 直播, 2021-07-30 (1:11:29).
  116. Reddit - Developer response to unique ability visuals.
  117. autorun.jpg
  118. 直播, 2018-05-04 (51:57).
  119. 直播, 2017-12-15 (1:35:38).
  120. 直播, 2023-05-31 (1:10:08).
  121. 影片, 2021-12-23 (7:05).
  122. 123.0 123.1 直播, 2023-12-19 (1:52:02).
  123. 124.0 124.1 124.2 直播, 2023-12-19 (1:20:09).
  124. 125.0 125.1 collision.jpg
  125. 訪談, 2020-03-27 (15:20).
  126. 直播, 2023-10-31 (1:30:52).
  127. 直播, 2023-12-19 (1:17:45).
  128. 129.0 129.1 129.2 直播, 2020-08-28 (1:19:24).
  129. 130.0 130.1 130.2 130.3 直播, 2023-01-27 (1:06:02).
  130. 131.0 131.1 直播, 2022-06-30 (51:17).
  131. 132.0 132.1 直播, 2020-01-30 (1:34:12).
  132. 直播, 2023-12-19 (1:49:56).
  133. 134.0 134.1 直播, 2021-11-19 (50:38).
  134. 直播, 2020-06-26 (1:24:06).
  135. 136.0 136.1 影片, 2023-01-27 (35:51).
  136. 137.0 137.1 137.2 影片, 2022-12-02 (34:41).
  137. 138.0 138.1 138.2 影片, 2022-12-02 (16:55).
  138. 139.0 139.1 139.2 直播, 2024-03-29 (2:38:15).
  139. 140.0 140.1 140.2 140.3 直播, 2023-09-29 (1:12:16).
  140. 141.0 141.1 141.2 141.3 影片, 2023-01-27 (40:24).
  141. 直播, 2023-01-27 (15:22).
  142. 直播, 2022-12-02 (1:05:08).
  143. 直播, 2023-01-27 (1:13:29).
  144. 直播, 2021-09-24 (1:22:46).
  145. 直播, 2020-06-26 (1:19:50).
  146. shieldactiveblockA1.png
  147. Alpha-1 screenshot.
  148. toast-keybinds-skills.png
  149. 影片, 2021-02-09 (0:37).
  150. 直播, 2020-07-31 (1:14:26).
  151. 直播, 2017-05-17 (1:05:11).
  152. class cleaving.png
  153. 直播, 2019-06-28 (1:19:00).
  154. 直播, 2017-05-30 (16:25).
  155. 156.0 156.1 156.2 直播, 2018-12-06 (48:52).
  156. 157.0 157.1 157.2 直播, 2019-01-11 (41:20).
  157. 訪談, 2018-10-20 (11:38).
  158. 直播, 2019-11-22 (59:37).
  159. 160.0 160.1 訪談, 2018-08-17 (8:16).
  160. 161.0 161.1 直播, 2019-01-11 (58:40).
  161. Reddit Q&A, 2019-01-8.