Snare abilities

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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.[1] The root effect is nature based.[2]
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.[3]
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.[4][5][6]
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.[7][8]
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.[6][9][10]
Ensnaring Vine Field Ensnaring Vine Field Icon.png 遊俠 Enemies are Snared while within Vine Field's area of effect.[11]
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.[12][13]
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.[14][15]
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.[16]
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.[17]
Vine Field Vine Field reskin.png 遊俠 Summons 3 fields of grabbing vines, one at the target location every .5s for 1.5s. Targets hit are damaged for 10% physical damage and snared for 3s, reducing their movement speed by 40%. Targets that have more than 10s of snare duration are rooted. This effect can only trigger once per target.[18]

靈活性

Revamped Alpha-1 法師 Fireball ability.[19][20]

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.[19]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.[21]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.[21][26]
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.[26]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.[29]Steven Sharif
  • Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[30][31]
    • Crouching may or may not be in the game.[32][33]
  • The ability to prone is not be in the game.[32][33]
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.[35]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.[36]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.[37]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.[1] The root effect is nature based.[2]
Blink Blink.png 法師 Instantly teleport a set distance in the direction you are moving.[38][39]
Blitz Blitz.png 鬥士 Charge directly toward target enemy, dealing Physical damage to the target on arrival.[40]
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.[41]
Caravan Trail Speed Bonus Trail Speed Bonus.png Caravan Minor speed boost for travelling on a simple trail.[42]
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.[43]
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.[44]
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.[45]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[46]
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.[47]
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.[48]
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.[17]
Speed Boost Speed Boost.png Caravan Gives the caravan a temporary speed boost.[49]
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.[50]
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.[51]
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.[52][53] An ally is defined as any non-combatant player or non-mob NPC.[54]

人物動作

  • Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[56]
    • A sprinting/dash skill with a cooldown was confirmed to be part of a class kit.[57]
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.[56]Steven Sharif
  • There is a toggleable walk/run (autorun) capability.[58]
  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[59]

閃躲

閃躲 in Alpha-1 early combat.[63]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[63]Steven Sharif

Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[64][65][66]

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.[65]Steven Sharif

Crowd control abilities

控場 (CC/mezzing) abilities include root, snare, stun, sleep and slow.[70][71]

  • 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.[73]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[74]
    • In Alpha-1 testing mounts were not separate from the player.[74]
There's also going to be effects that just stun the mount or stun you on the mount.[74]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.[71]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.[71]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[81]
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.[1] The root effect is nature based.[2]
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.[3]
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.[82][83][84]
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.[7][8]
Condemn Condemn.png 牧師 Stun target enemy for 3 seconds.[85][86]
Crippling Blow Crippling Blow.png 鬥士 Deal Physical damage and apply Snare to target enemy for 6 seconds.[87]
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.[88]
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.[14][15]
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.[16]
Knock Out Knock Out.png 鬥士 Knock out target enemy, putting them to sleep for 10 seconds. Any damage breaks the effect.[89]
Leap Strike Leap Strike.png 鬥士 Leap to target location and deal damage around you, snaring targets hit for 3 seconds.[46]
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.[90]
Slam Slam.png 坦克 Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[91]
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.[92][93][94]
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.[95]

其他

引用

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