Template:Hybrid combat
(Przekierowano z Template:Combat targeting)
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Hybrid combat refers to the choice between tab and action combat in Ashes of Creation.[2][4][5][6][7][8] A toggle button (default Z, but can be re-bound to another key) allows the player to switch between action and tab combat modes.[2][9][10][11][12]
- Targeted skills require either a soft or hard locked target.[2][14]
- Soft locking is when the reticle moves over a valid target while in action mode.[13] The targeting plate will appear slightly grayed out to indicate that this is a soft-lock target. If the reticle moves away from the target or the target moves away from the reticle, the target is lost.[14]
- Hard locking is when the player uses right-mouse on a soft-locked target in action mode, or when the player selects a valid target in tab mode. The targeting plate will not be grayed-out to indicate that a hard-lock target is selected. Unlike soft locking, if the target moves out of the reticle, the target is not lost. Tab will still cycle between hard-locked targets in action mode based on proximity priority.[17][14]
- Templated skills allow "blind firing" without a target while in action mode. If an entity moves into the path of the attack they can be struck.[18][2][19][20][14]
- Q: Is the development team moving away from action combat, or is action combat more prevalent with the melee classes, and the healing/range classes are more tab-target other than AoE spells?
- A: We have not moved away from our hybrid approach to the development of Ashes of Creation's combat; and specifically to reiterate: that approach is incorporating elements of skill shots, fast and reactive gameplay that is situationally relevant, and incorporates the camera mode of both tab-targeting as well as action combat reticle. That's something that is still in progress. We haven't moved away from that however. To note, our approach of that hybridization is going to incorporate things like templated skill-shots, directionally relevant activated abilities, along with the ability to dodge to roll projectiles that can impact collision. Those are elements of action combat that are present.[21] – Steven Sharif
Templated and targeted versions of skills will have different characteristics.[22][9][23][24][25]
- 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.[24] – Steven Sharif
- Targeted skills will be greyed out if the target is not within a valid range but templated skills will generally require the player to assess the correct range for the skill.[26]
- Different ranks of the same skill can change the skill from tab to action or vice-versa.[27]
- Variables will change based on which version of a skill is chosen.[25]
- 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.[24]
- For the purposes of balance, certain skill types will be either tab or action oriented skills.[28]
- 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.[25] – Steven Sharif