Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information!

Active skills: Różnice pomiędzy wersjami

Z Ashes of Creation Wiki
Przejdź do nawigacji Przejdź do wyszukiwania
(Remove draft)
(Add section)
Linia 4: Linia 4:
  
 
{{Primary skills}}
 
{{Primary skills}}
 +
 +
== Combat abilities ==
 +
 +
{{Combat abilities}}
  
 
== See also ==
 
== See also ==

Wersja z 01:22, 17 lut 2018

Players can build their characters with the active skills they want on their action bar (hotbar).[2][3][4]

Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[8]Steven Sharif
  • Players are not given skills as they level up, they must choose what skills they take.[9]
  • There is no spellbook requiring memorization.[10]

There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[2]Steven Sharif

Primary skills

Alpha-1 preview primary skills.[11]

If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. You know like a tank is about controlling the battlefield, is about surviving. The mage is about dealing damage and elements and ability in AoEs. The rogue is going to be about stealth and critical damage. So those augments are going to to play towards those identities.[12]Steven Sharif

The idea behind the system is that you're skirting the line through these augmentations of your role, right. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The augment is to offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[13]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[14][15]

Combat abilities

The aspiration for combat is for abilities to have corresponding counter-play abilities.[22]

  • The goal is to have special animations for parrying, blocking and evading.[23]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[23]Jeffrey Bard

See also

References