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Indirect fire skills

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Alpha-2 Chain Lightning arcing around an environmental obstacle.[1]

Indirect fire skills are targeted skills where the projectiles may path around obstructions that are not in line-of-sight, so long as the maximum distance travelled for the skill is not exceeded.[2][1][3]

  • This is a prototype concept that is subject to testing and balancing.[3]
  • A limited number of these may exist throughout different class kits.[3]
Some abilities might have indirect fire. So, if you have let's say a Archer or Ranger who has the ability to select a Mage as their secondary class; and they might want to augment a Snipe ability in order to go around a corner like an Arcane Archer might have... Some abilities might not care about that line-of-sight. They might care the distance to the target around the corner, or the path that it's taking; and if it's outside that path is too long it might not be able to reach them of course.[2]Steven Sharif
Skill Icon Origin Description
Chain Lightning Chain Lightning Icon clean.png 法师 Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[4][5][6]
Headshot Headshot.png 游侠 Deals 175% physical damage to target enemy.[7]

Hybrid combat

Alpha-1 early hybrid combat demo.[8]

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.[9]Steven Sharif

混合战斗是指玩家在游戏中可以选择以 Tab 键锁定无锁定模式进行战斗[9][10]

  • 点击 Z 键 (预设快捷键是 Z,玩家可以设置成其他快捷键) 让玩家切换至无锁定或 Tab 键锁定战斗模式。[11][12][8][13]
  • 无锁定模式设有准星,与第三人称动作游戏相似。[9][8][13][14]
    • 玩家无须处于准星模式来施放无锁定技能。[15]
    施放指向性无锁定技能,玩家无须处于准星模式。技能会自动判定准星的位置施放。因此如果玩家使用 Tab键镜头模式凭感觉瞄准,也可以使用无锁定技能。[15]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.[9][8]
    • 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.[11][9]
    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.[11]Steven Sharif
    • Holding Tab while in action mode will alternate between targets.[9]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target.[8]
    • 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.[16]
    • In future the user will have the ability to choose from different reticle appearances.[17]
  • The tab mode (MMO mode) facilitates tab targeted combat.[8][13] A tab-targeted ability requires a target in order to utilize that skill.[11][14]
    • Pressing left-click in tab mode will attack the target (with the currently selected weapon).[8]
    • There will be a "target of target" capability on the user interface.[18]

Hybrid combat is being tested in Alpha-1.[9][19]

  • Targeting modes are able to be achieved through choice of skills/abilities.[11][19][20]
    • 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.[20]
    • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[21]

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.[20]Steven Sharif

Action oriented and tab oriented versions of skills will have different characteristics. Variables will change based on which version is chosen.[22]

  • Damage.[22]
  • Charge up time.[22]
  • CC effects.[22]
  • Cooldown.[23]
  • Energy consumption.[23]
  • Cost to spec.[23]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[24]

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. [22]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:[23]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[23][20]
  • Softer CC's would be housed in tab-targeted abilities.[23]

其他

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