Snare abilities
קפיצה לניווט
קפיצה לחיפוש
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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 | 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 | 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 | 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 | 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] | |
Frostbolt | 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.[11][12] | |
Grapple | 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.[13][14] | |
Imbue Ammo: Weighted | 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.[15] | |
Shield Assault | 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.[16] | |
Vine Field | 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.[17] |
Mobility
- The revamped combat system features split-body animations, where the character's upper body can be locked by weapon attack animations while the lower body is free to continue moving.[20][21][22][23][24]
- 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.[20] – 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.[20][25]
- Movement speed can decrease significantly depending on the type of ability.[20]
- Weapon weight can also affect mobility.[21]
- מיומנויות with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[20][25][26][27]
- 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.[25] – Steven Sharif
- Unreal Engine 5 has enabled improved forms of locomotion, such as crouching, tilting and mantling.[28][29]
- 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.[33] – Steven Sharif
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[34][35]
- 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.[34] – 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.[35] – Steven Sharif
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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 | Instantly teleport a set distance in the direction you are moving.[36][37] | |
Call of the Wild | Remove all movement impairing effects and increase movement speed by 20% for 8 seconds. Snares and Roots effects applied to the caster are ignored.[38] | |
Caravan Trail Speed Bonus | Minor speed boost for travelling on a simple trail.[39] | |
Rush | Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[40] | |
Speed Boost | Gives the caravan a temporary speed boost.[41] | |
Wings of Salvation | Sprout phoenix-like wings and leap to target ally, then grant a small amount of temporary health to that target on arrival.[42][43] An ally is defined as any non-combatant player or non-mob NPC.[44] |
Player movement
- Sprinting will consume a percentage of a character's mana pool. Sprinting will not be permitted while in combat.[46]
- 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.[46] – Steven Sharif
- There is a toggleable walk/run (autorun) capability.[48]
- There is not going to be any "go to waypoint" (auto-pathing) mechanics.[49]
- Double-jumping has been considered as an option for player mounts.[51]
- Unreal Engine 5 mantling was demonstrated by the developers.[28][52]
Dodging
Evasion moves such as dodging and weaving will be present in Ashes of Creation combat.[54][55][56]
- The developers are considering the inclusion of dodging in a subset of universal skills that apply to all classes.[57]
- Dodging will not use I-frames (invincibility frames), but it may affect accuracy and mitigation stats when used.[54]
- Previously it was stated that hybrid combat will likely have true evasion skills relating to action-oriented combat and also have I-frames that apply to tab targeting.[56]
- 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.[55] – Steven Sharif
Crowd control abilities
Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[60][61]
- All archetypes will have their own versions of CC breaks.[62]
- 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.[63]
- Melee archetypes will offer various mobility and CC counters against ranged archetypes, such as the Ranger.[34][35]
- Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[64]
- There's also going to be effects that just stun the mount or stun you on the mount.[64] – Steven Sharif
- Summoner's summons will be able to use crowd control.[65]
- There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[61][66]
- Diminishing returns on CC effects have not yet been implemented in בדיקות אלפא-1.[67]
- 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.[61] – Steven Sharif
- Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[68]
- Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[69][70]
- Lockdowns won't likely be tab-targeted skills. This is to avoid imbalanced combos with skill shot (action targeted) abilities.[70]
- 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.[61] – Jeffrey Bard
- Soft CC's are in the tab-targeted abilities.[71]
Skill | Icon | Base skill |
---|---|---|
Air Strike | 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 | 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 | 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.[72][73][74] | |
Chains of Restraint | 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 | Stun target enemy for 3 seconds.[75][76] | |
Fissure | 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.[77] | |
Grapple | 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.[13][14] | |
Imbue Ammo: Weighted | 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.[15] | |
Quake | 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.[78] | |
Slam | Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[79] | |
Slumber | 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.[80][81][82] | |
Tremoring Bellow | 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.[83] |
See also
הפניות
- ↑ 1.0 1.1 1.2
- ↑ 2.0 2.1 2.2 וִידֵאוֹ, 2022-09-30 (15:28).
- ↑ 3.0 3.1
- ↑ וִידֵאוֹ, 2023-04-28 (9:22).
- ↑
- ↑ 6.0 6.1 וִידֵאוֹ, 2023-09-29 (11:29).
- ↑ 7.0 7.1 וִידֵאוֹ, 2023-07-28 (20:50).
- ↑ 8.0 8.1
- ↑
- ↑ וִידֵאוֹ, 2023-04-28 (11:22).
- ↑
- ↑ וִידֵאוֹ, 2023-04-28 (15:35).
- ↑ 13.0 13.1 וִידֵאוֹ, 2023-03-31 (9:55).
- ↑ 14.0 14.1 וִידֵאוֹ, 2023-01-27 (10:27).
- ↑ 15.0 15.1
- ↑ וִידֵאוֹ, 2023-01-27 (5:07).
- ↑
- ↑ 18.0 18.1 שידור חי, 2021-02-26 (27:41).
- ↑ וִידֵאוֹ, 2021-02-26 (6:17).
- ↑ 20.0 20.1 20.2 20.3 20.4 שידור חי, 2023-07-28 (1:02:23).
- ↑ 21.0 21.1 שידור חי, 2022-06-30 (46:30).
- ↑ שידור חי, 2021-07-30 (31:22).
- ↑ רֵאָיוֹן, 2021-06-13 (4:12).
- ↑ שידור חי, 2021-05-28 (1:13:05).
- ↑ 25.0 25.1 25.2 שידור חי, 2022-12-02 (59:47).
- ↑ שידור חי, 2020-04-30 (1:17:13).
- ↑ שידור חי, 2017-05-08 (43:30).
- ↑ 28.0 28.1 שידור חי, 2021-12-23 (55:32).
- ↑ וִידֵאוֹ, 2021-12-23 (23:53).
- ↑ 30.0 30.1 שידור חי, 2022-10-14 (48:45).
- ↑ 31.0 31.1
- ↑ שידור חי, 2020-06-26 (1:30:40).
- ↑ 33.0 33.1 שידור חי, 2022-06-30 (49:42).
- ↑ 34.0 34.1 34.2 שידור חי, 2023-12-19 (1:16:19).
- ↑ 35.0 35.1 35.2 שידור חי, 2022-09-30 (51:28).
- ↑
- ↑ וִידֵאוֹ, 2023-04-28 (4:40).
- ↑
- ↑
- ↑
- ↑
- ↑ וִידֵאוֹ, 2023-07-28 (24:03).
- ↑
- ↑ וִידֵאוֹ, 2023-07-28 (24:16).
- ↑ וִידֵאוֹ, 2017-05-25 (0:02).
- ↑ 46.0 46.1 שידור חי, 2021-07-30 (1:11:29).
- ↑ Reddit - Developer response to unique ability visuals.
- ↑
- ↑ שידור חי, 2018-05-04 (51:57).
- ↑ שידור חי, 2017-12-15 (1:35:38).
- ↑ שידור חי, 2023-05-31 (1:10:08).
- ↑ וִידֵאוֹ, 2021-12-23 (7:05).
- ↑ 53.0 53.1 53.2 שידור חי, 2020-08-28 (1:19:24).
- ↑ 54.0 54.1 שידור חי, 2023-01-27 (1:06:02).
- ↑ 55.0 55.1 שידור חי, 2022-06-30 (51:17).
- ↑ 56.0 56.1 שידור חי, 2020-01-30 (1:34:12).
- ↑ שידור חי, 2021-11-19 (50:38).
- ↑ שידור חי, 2020-06-26 (1:24:06).
- ↑ שידור חי, 2022-12-02 (1:05:08).
- ↑ שידור חי, 2017-10-16 (25:56).
- ↑ 61.0 61.1 61.2 61.3 שידור חי, 2017-05-24 (45:12).
- ↑ וִידֵאוֹ, 2023-12-19 (27:14).
- ↑
- ↑ 64.0 64.1 64.2 שידור חי, 2021-04-30 (1:08:10).
- ↑
- ↑ שידור חי, 2018-02-09 (28:17).
- ↑ שידור חי, 2019-11-22 (1:06:25).
- ↑
- ↑ פודקאסט, 2018-08-04 (1:11:05).
- ↑ 70.0 70.1 שידור חי, 2018-04-8 (PM) (37:57).
- ↑ פודקאסט, 2018-08-04 (1:11:52).
- ↑
- ↑ וִידֵאוֹ, 2023-05-31 (12:12).
- ↑ וִידֵאוֹ, 2023-04-28 (17:50).
- ↑ וִידֵאוֹ, 2023-07-28 (29:23).
- ↑
- ↑
- ↑
- ↑
- ↑ וִידֵאוֹ, 2023-04-28 (17:22).
- ↑
- ↑ וִידֵאוֹ, 2023-09-29 (11:23).
- ↑ וִידֵאוֹ, 2023-01-27 (7:28).