Crowd control

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Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]

  • There will be diminishing returns on stuns, sleep and slows so as to avoid stun locking.[2][3]
  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]

Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that kind of thing: Yes we will have absolutely diminishing returns. I think it's a necessary component to balance out classes that have high control ability.[2]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 kind of feel.[2]Jeffrey Bard

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Javelin Javelin Icon.jpg Pulls your target to your location. Generates additional threat.[8][9] Increased damage. Now pulls up to 3 targets.[9] Increased damage. Now pulls up to 5 targets. Stuns targets.[9]
Jump jump icon.png Dash with cooldown.[10] Cooldown is replaced by charges with individual cooldown.[10] Drops a bear trap at the location the ranger dashed from.[10]
Snare snare icon.png Foot pin roots target in place.[11][12] Adds a bleed.[12] Snares after root expires.[12]
Trap trap icon.png Place a bear trap under the caster that holds them in place and does damage. Also holds targets in place and does damage.[13] Traps stun instead of root.[13] Place up to two traps.[13]

Combat targeting

Players using action targeted and tab targeted skills defending a village node from world boss attacks in Alpha-1.[14]
Alpha-1 early hybrid combat demo.[15]

Players can very easily transition between tab targeting and action combat. By pressing Z I now tie my cursor movement to my camera and additionally a reticle has spawned.[15]Steven Sharif

Hybrid combat refers to the choice between tab targeted skills, action targeted skills, or a mix of both in the Ashes of Creation MMORPG.[16] This is achieved through choice of skills/abilities.[17][4]

  • A tab-targeted ability requires a target in order to utilize that skill.[18]
  • An action skill is anything that can be utilized through placement of the player, such as a reticle, a ground template or a directional placement.[18]
  • 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.[4]
  • Different ranks of the same skill can change the skill from tab to action targeted or vice-versa.[19]

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.[4]Steven Sharif

A toggle button (default Z)[15] allows the player to switch between action and tab targeted combat modes.[20]

  • The action mode utilizes a targeting reticle and is very close to a third-person action game.[15][20]
    • The reticle will highlight/change color to indicate if the current target is able to be hit with the currently prepared skill.[15]
    • Pressing right-click while in action mode will switch to tab mode for the currently highlighted target. Currently this is activated left-click in Alpha-1, but it will be changed to right-click.[15]
  • The tab mode (MMO mode) facilitates tab targeted combat.[15][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.[21]

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.[7]
  • Energy consumption.[7]
  • Cost to spec.[7]
  • Attack range will likely remain the same; as it is driven by the weapon or skill itself.[23]

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

For the purposes of balance, certain skill types will be either tab or action oriented skills. For example:[7]

  • Hard CCs may be housed in action oriented skills because they are skill shots that are more difficult to land.[7][4]
  • Softer CC's would be housed in tab-targeted abilities.[7]

Hybrid combat is scheduled for testing in Alpha-1.[17]

Hitboxes

The developers are testing different approaches to accommodate varying hitboxes between the races.[24]

  • There may be a single unified hitbox with some exceptions or some special collision rules as opposed to having different sized hitboxes.[24]

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 kind of just making it smaller for one and not the other.[24]Jeffrey Bard

There aren't separate types of hitbox categories in the Ashes of Creation MMORPG as there were in Ashes of Creation Apocalypse.[24]

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.[24]Steven Sharif

Weapon attack cone

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]

Mobility

Skills with the greatest power may require the caster to remain stationary while channeling them. This is a risk vs. reward mechanic.[26][27]

  • Prone and crouch will likely not be in the game.[28]
  • Moving backward will likely not affect block and parry.[29]

I think that that generally we want to tend to be more mobile in our classes. I think that it's a fundamentally old-school philosophy to have a lot of stuck in place type skills. That isn't to say we won't have skills that have mobility restriction on them- that require you to channel or require a casting time where you can't move; but I think it's a blend between the two. It's neither extreme.[26]Steven Sharif

It'll be something that you can spec around to. Again it's gonna be a risk/reward thing. We put a lot of thought into what skills are overpowered or have kind of this overpowering nature to them and those are the kinds of skills that will generally find that will be like in-place type of skills; where you are now at risk if you are going to cast this spell, but there's a big reward if you do manage to get it off.[26]Jeffrey Bard

box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Alacrity Alacrity Icon.png For the duration of this stance, your successful attacks will increase your run speed.[30]
  • Duration: 10 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[31]
  • Duration: 12 Sec.
  • Cooldown: 10 Sec.
For the duration of this stance, your successful attacks will increase your run speed.[32]
  • Duration: 12 Sec.
  • Cooldown: 8 Sec.
Apocalypse:Blink Blink Icon.png Activate to instantly teleport yourself a short distance forward.[33]
  • Duration: 1 sec
  • Cooldown: 30 sec
Activate to instantly teleport yourself a short distance forward.[34]
  • Duration: 1 sec
  • Cooldown: 25 sec
Activate to instantly teleport yourself a short distance forward.[35]
  • Duration: 1 sec
  • Cooldown: 20 sec
Apocalypse:Catfall Catfall Icon.png Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[36]
  • Duration: 10 sec
  • Cooldown: 30 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[37]
  • Duration: 13 sec
  • Cooldown: 25 sec
Activate to grant yourself exceptional jumping abilities, silent moving, and protection from falling damage for the duration.[38]
  • Duration: 16 sec
  • Cooldown: 20 sec
Apocalypse:Super jump The longer it's charged the more it costs and the higher and further the player will jump. A player can redeploy their Gryphon if they jump high enough.[39]
Apocalypse:Warp Space Warp Space Icon.png - For the duration of this spell, any successful hit will swap your location with that of your target.[40]
  • Duration: 5 sec
  • Cooldown: 30 sec
For the duration of this spell, any successful hit will swap your location with that of your target.[41]
  • Duration: 5 sec
  • Cooldown: 20 sec
Blink Blink Icon.jpg Blinks forward in the direction you are traveling.[42][43] Increased blink distance. Reduces threat on targets nearby upon activation.[44][43] Increased blink distance. Deals area damage upon impact.[44][43]
Jump jump icon.png Dash with cooldown.[10] Cooldown is replaced by charges with individual cooldown.[10] Drops a bear trap at the location the ranger dashed from.[10]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[45] - -
Sprint sprint icon.png Increases movement speed. Using an ability ends sprint.[46] Increased resistance to disable abilities.[46] Clears crowd control when sprint starts and removes silence.[46]

Player movement

There will likely be a toggleable walk/run (autorun) capability in the game.[48]

  • There is not going to be any "go to waypoint" (auto-pathing) mechanics.[49]

Back-peddling (walking backwards) and strafing are slower than normal movement speed.[50]

Dodging

Dodging in Alpha-1 early combat.[51]

Another thing that's important about these action combats is the ability to dodge and moving out of the way of certain skill shots.[51]Steven Sharif

Dodge rolling type skills is housed in the action skill sets of agile classes such as Rogues or Fighters.[51][52]

Q: Will there be evade frames/ I-frames on dodge?
A: I would say it's a safe bet with regards to how we're approaching the hybrid combat that not only are gonna have true evasion skills that apply to more action-oriented skills that are coming your way, but you'll also have you know I-frame type skills that would apply perhaps to a tab targetable skills coming your way. So I think you're gonna have a healthy balance of both with it when it comes to skills that you can spec into.[53]Steven Sharif

Active blocking

The Paladin's Might shield in Ashes of Creation Apocalypse had its own hit box with hit points (HP). It can actively block projectiles.[54]

  • The developers have not yet decided on whether active blocking will be part of the MMO. They are currently leaning toward using more traditional buff-oriented universal damage mitigation but are also considering interaction between action-based blocking and a passive block stat from the waterfall stat system.[55]

In APOC when we had the active sheild stance- that was an active shield block action-based system; and when we collected design data on essentially the efficacy and essentially the accuracy of players who used that wasn't very high; and there is a concern at least on the front of implementing a action restricted type active shield block as opposed to what would traditionally be along the lines of activating a buff that grants a shield block rate adjustment and is universal on incoming damage- and interfaces with the stats- is really something that we're leaning towards in incorporating for the hybrid combat system.[55]Steven Sharif

This is something we're still actively iterating on and actively going to be testing in our hybrid system but you know as we're as we're doing that we are taking into consideration. Obviously we want action based components to also interact in some way shape or form with the waterfall stat system as well; and you know that seems like it might be an oxymoron from an action to tab sense, but it doesn't have to be. There can be components of action- so say for instance you could have a dual component where you activate that shield stance and if you accurately intercept an incoming projectile or a skill that's been initiated from the forward arc, you get 80% damage mitigation or 80% application of the physical defense of the shield; and if it comes from an area outside of that forward arc then you get a lesser bonus; and that essentially what would happen is let's say you take into account the stat of the shield's physical defense value, you apply it as a mitigating factor to the incoming damage, but in addition you augment that system with the waterfall stat that is responsible for shield damage mitigation or shield rate; and maybe you know the default skill says 80% damage mitigation from forward arc but that gets augmented up to 87% because of your stat essentially; and if it's not in your forward arc then it gets you know 50% efficacy- maybe it's 40 something percent. So just to give you kind of insight into what goes into kind of determining these skills and how they interact on an action-based front.[55]Steven Sharif

Interrupts

Abilities with a cast bar can be interrupted during the cast.[27]

  • There are abilities to counter interrupts.
  • Some interrupts are better than others.
box warning orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Apocalypse:Arcanic Power Arcanic Power Icon.png Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[56]
  • Duration: 1 sec
  • Cooldown: 10 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[57]
  • Duration: 1 sec
  • Cooldown: 9 sec
Channel raw arcane energies to instantly knock nearby foes back, deal damage, and give yourself some breathing room.[58]
  • Duration: 1 sec
  • Cooldown: 8 sec
Bulwark Bulwark Icon.jpg Strikes your target and increases your block chance. Generates additional threat.[59][60] Increased damage. Increased duration. Increased block chance.[60] Increased damage. Increased duration. Increased block chance.[60]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[61] Increase damage and number of impacts. Stun enemies as they are hit.[62] Increase damage and number of impacts. Stun enemies as they are hit.[62]
Onslaught Onslaught Icon.jpg Charge your target. Provides a small damage-absorbing shield. Generates additional threat.[63][64] Increased damage. Increased shielding. Knocks down target.[64] Increased damage. Increased shielding. Knocks up targets along the chargepath.[64]
Rush rush icon.png Rush toward a target; and upon reaching the target, deal an amount damage with a chance to knock the target down.[45] - -

Animation cancelling

Animation cancelling will not be a combat mechanic.[65]

Summoner

The summoner uses many abilities that channel through their summon (also referred to as class skill pets). The summoner is essentially playing through their summon.[66]

  • Summoners can summon up to three Summons.[67]
  • Abilities from the summon appear on the summoner's hotbar.[66]
  • Summoner has control over their summon.[66]
  • Summoners can summon Tank, DPS or Support summons.[68]
  • Summons will exist until another summon is cast, the summon is killed, or the summoner logs off.[68]
  • Summoners will likely not be able to fuse with their summons (eidolons).[69]
  • Summons can be leveled through the application of skill points to their active skill.[70]
  • Summons will be able to use crowd control (CC).[5]
  • Summoners may be able to name their summons, but will not be able to change their creature type, which is part of the nameplate above the summon.[71]

You gain your summons from your summoner class as an active skill and then skills can be further developed with points.[70]Steven Sharif

Summoners summon different summons, depending on the class and augments they choose.[72]

  • Animals.[72]
  • Spirits.[72][73]
  • Zombies, skeletons and other undead creatures.[68][73]
  • Corpses (potentially).[72]
  • Some summoners may summon multiple things.[72]
  • Other summoners may only summon one powerful thing.[72]
  • Certain summoners may only be able to summon effects and/or temporary energies.[72]

Augments from a secondary archetype can be applied to a summons.[74]

For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[74]Steven Sharif

Summoner summons are not the same as combat pets.[75]

See also

References

  1. Livestream, 2017-10-16 (25:56).
  2. 2.0 2.1 2.2 2.3 Livestream, 2017-05-24 (45:12).
  3. Livestream, 2018-02-09 (28:17).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 Livestream, 8 April 2018 (PM) (37:57).
  5. 5.0 5.1 summons-ccs.png
  6. steven-hard-ccs.png
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Podcast, 2018-08-04 (1:11:05).
  8. Video, 2021-02-09 (1:02).
  9. 9.0 9.1 9.2 Livestream, 2020-07-31 (1:14:38).
  10. 10.0 10.1 10.2 10.3 10.4 10.5 Livestream, 2017-10-16 (45:52).
  11. PAX West 2017 Ranger poster.
  12. 12.0 12.1 12.2 Livestream, 2017-10-16 (44:49).
  13. 13.0 13.1 13.2 Livestream, 2017-10-16 (47:29).
  14. Livestream, 2020-05-29 (45:24).
  15. 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 Livestream, 2020-08-28 (1:15:39).
  16. Livestream, 2017-11-16 (30:45).
  17. 17.0 17.1 Newsletter, 7 August 2018
  18. 18.0 18.1 Interview, 2019-04-15 (38:03).
  19. Livestream, 2020-08-28 (1:12:50).
  20. 20.0 20.1 20.2 Livestream, 2020-04-30 (1:09:51).
  21. Livestream, 2020-04-30 (40:19).
  22. 22.0 22.1 22.2 22.3 22.4 Podcast, 2018-08-04 (1:07:59).
  23. steven-action-tab-attack-range.png
  24. 24.0 24.1 24.2 24.3 24.4 Livestream, 2020-10-30 (1:15:59).
  25. class cleaving.png
  26. 26.0 26.1 26.2 Livestream, 2020-04-30 (1:17:13).
  27. 27.0 27.1 Livestream, 2017-05-08 (43:30).
  28. stevenclarification.png
  29. Livestream, 2020-06-26 (1:30:40).
  30. Alacrity rank 1.
  31. Alacrity rank 2.
  32. Alacrity rank 3.
  33. Blink rank 1.
  34. Blink rank 2.
  35. Blink rank 3.
  36. Catfall rank 1.
  37. Catfall rank 2.
  38. Catfall rank 3.
  39. Livestream, 2019-06-28 (34:07).
  40. Warp Space rank 2.
  41. Warp Space rank 3
  42. Video, 2020-12-23 (1:17).
  43. 43.0 43.1 43.2 Livestream, 2020-07-31 (57:33).
  44. 44.0 44.1 Video, 2020-12-22 (7:35).
  45. 45.0 45.1 progression.png
  46. 46.0 46.1 46.2 Livestream, 2017-10-16 (46:22).
  47. Video, 2017-05-25 (0:02).
  48. autorun.jpg
  49. Livestream, 2018-05-04 (51:57).
  50. Livestream, 2017-12-15 (1:35:38).
  51. 51.0 51.1 51.2 Livestream, 2020-08-28 (1:19:24).
  52. Livestream, 2020-06-26 (1:24:06).
  53. 53.0 53.1 Livestream, 2020-01-30 (1:34:12).
  54. shieldactiveblockA1.png
  55. 55.0 55.1 55.2 Livestream, 2020-06-26 (1:19:50).
  56. Arcanic Power rank 1
  57. Arcanic Power rank 2
  58. Arcanic Power rank 3
  59. Video, 2021-02-09 (0:37).
  60. 60.0 60.1 60.2 Livestream, 2020-07-31 (1:14:26).
  61. Video, 2020-12-23 (1:46).
  62. 62.0 62.1 Blog: Blazing the way - Mage Alpha One Preview.
  63. Video, 2021-02-09 (1:26).
  64. 64.0 64.1 64.2 Livestream, 2020-07-31 (1:14:28).
  65. Livestream, 2017-05-17 (1:05:11).
  66. 66.0 66.1 66.2 Livestream, 2017-05-19 (10:06).
  67. steven-summoners.png
  68. 68.0 68.1 68.2 Livestream, 2020-07-25 (1:41:46).
  69. Livestream, 2017-05-26 (43:20).
  70. 70.0 70.1 Interview, 2018-08-08 (22:27).
  71. Livestream, 2021-01-29 (1:21:01).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 Livestream, 8 April 2018 (AM) (0:58).
  73. 73.0 73.1 Livestream, 8 April 2018 (PM) (11:27).
  74. 74.0 74.1 Livestream, 8 April 2018 (PM) (24:11).
  75. Livestream, 2020-10-30 (1:21:14).