Növeli

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Ashes of Creation hosts a wide array of progression paths that offer augments to a character's active skills.[1][2][3][4]

Q: There are 32 augment schools, not including racial/social/religious augments, meaning a total of 8960 (280 spells * 32 augment schools) different variations of spells. How do you guys plan on tackling that, or has the augment system for the classes changed since?
A: It has not changed; and the intent is for us to design relatively templatable effects conferred by each school of augmentation; and those effects will have a lot of shared benefits that get conferred to a particular ability when the augment gets applied.[10]Steven Sharif

Növeli are applied individually to active skills from a character's primary archetype.[1][2]

  • Augment effects are intended to be templatable so they can apply to a range of abilities.[10]
  • A character can have one active augment on an ability at any given time.[1]
  • Augments do not cost skill points.[11]
    • It was previously stated that certain augments will have more expense required on the skill point side.[12]
  • Secondary class augments may be applied to any skill, but it is possible that some specific augments may be locked to specific abilities.[1]
  • The progression system for augments is very similar to the class progression system.[13]

Növeli can affect a multitude of things and can (in some cases) create entirely new skills.[14]

Augments can affect a multitude of things. It can drastically change the ability itself. It can change the damage type. It can change the cooldown period. It can change the damage values. It can change the distance. It can dramatically change it from a ranged effect to a melee effect. Augments are essentially can create- they are creating entirely new skills, but they're going to keep obviously some identity with what that primary active ability was.[14]Steven Sharif

Class augments

Alpha-1 preview primary skills.[15]

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.[16]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.[17]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[18][19]

Bard augments

info-orange.pngEz a szakasz frissül, amint a fejlesztők elérhetővé teszik az információkat

Cleric augments

Kasztok with Cleric as a secondary archetype are able to choose between life or death augments.[25][26]

Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[25]Steven Sharif

Fighter augments

info-orange.pngEz a szakasz frissül, amint a fejlesztők elérhetővé teszik az információkat

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[5][32][33]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[33]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[5]Steven Sharif

Ranger augments

Hunts will be a Ranger school of augmentation.[34]

Hunts will be discussed in a future update. They are a Ranger specific mechanic, and also a school of the Ranger’s augments. They confer a number of different types of effects to your target, but the fx are particularly fun.[34]Steven Sharif

Summoner augments

Summoner augments are still in development.[38]

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
  • Kasztok with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[39]
    • The word "equip" only applies to items. There are currently no plans to include summoning items into a player's inventory or character slots. It may however be possible to change the appearance and damage type/data of a weapon through the use of a spell.[40]
    • There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[41] These will not be able to be wielded, since weilding implies an item in a character equipment slot.[42]

Rogue augments

There will be counter-stealth mechanics for sure. That's just a natural balancing act of stealth. But additionally with regards to secondary classes, one of those aspects is augments represent the secondary class and some of the- one of the most fundamental aspects of a rogue is stealth whether it be actual invisibility or the ability to sneak around in the shadows or something. So you can almost certainly count on the fact that should you go a secondary class of rogue that there will be the ability to influence your action items from your primary class with the stealth modifier.[44]Steven Sharif

Tank augments

Tank augments will enable an amount of threat generation.[45]

Racial augments

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Racial augments are based on a character's race and are available to each class.[9]

Religious augments

Strong religions provide unique augments that can be applied to a player's primary skills.[48][49]

  • Religious augments are considered top-tier achievements within a religion.[48]
  • These augments can be stacked on top of class augments. They will have a give-and-take system based on the choices a player makes.[48]

You're going to have advancement within the religion and within the church that you're a part of. And those advancements are going to be both reflective of the community's development of that religion out in the world: Building temples, building infrastructure for that, completing certain quests for it; and then you will benefit from the community's development of that specific religion via having certain augment abilities that you'll gain access to be able to apply on top of your secondary class augments to skills; and it's going to reflect what the nature of that religion is.[8]Steven Sharif

Social organization augments

A játékos feladatok és küldetések teljesítésével halad a szervezet fejlődésben.[50] Hierarchikus útvonalak tartoznak bizonyos küldetésvonalakhoz a szervezet tematikáján belül.[50] Ezek a küldetések vagy közreműködőek lesznek, vagy ellenséges jellegűek, más Node-okra való tekintettel, a velük fennálló diplomáciai állás alapján.[51]

- Például, a Tolvajok szövetsége olyan küldetést ad, hogy a játékosnak el kell lopnia egy fontos tárgyat.[50]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[52]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[8]Jeffrey Bard

Skill transfer

Players will not be able to transfer their skills to other players.[53]

Továbbiak

Hivatkozások

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Podcast, 2021-09-29 (30:04).
  2. 2.0 2.1 2.2 2.3 2.4 Élő adás, 2021-06-25 (1:05:01).
  3. weapon augments.png
  4. Official Livestream - May 4th @ 3 PM PST - Q&A
  5. 5.0 5.1 5.2 5.3 5.4 Interjú, 2020-07-18 (1:05:04).
  6. Élő adás, 2018-02-09 (41:56).
  7. Podcast, 2018-04-23 (24:47).
  8. 8.0 8.1 8.2 Élő adás, 2017-06-01 (31:47).
  9. 9.0 9.1 class racials.png
  10. 10.0 10.1 Interjú, 2023-09-10 (50:40).
  11. Forums - Livestream Q&A 2022-08-26.
  12. Interjú, 2020-07-18 (1:07:06).
  13. Élő adás, 2019-07-26 (1:09:22).
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Podcast, 2021-09-29 (46:20).
  15. toast-keybinds-skills.png
  16. Élő adás, 2017-10-16 (1:00:44).
  17. Interjú, 2018-08-08 (22:27).
  18. 18.0 18.1 Élő adás, 2023-12-19 (1:20:41).
  19. 19.0 19.1 progression.png
  20. 20.0 20.1 Élő adás, 2023-07-28 (1:04:27).
  21. class secondary.png
  22. Élő adás, 2021-11-19 (50:38).
  23. Video, 2022-09-30 (17:00).
  24. Élő adás, 2021-09-24 (1:18:06).
  25. 25.0 25.1 25.2 Interjú, 2018-05-11 (51:11).
  26. Élő adás, 2018-10-31 (47:18).
  27. Élő adás, 2022-12-02 (1:02:54).
  28. Élő adás, 2020-07-25 (58:38).
  29. steven-cleric-augments.png
  30. 30.0 30.1 Élő adás, 2020-07-25 (1:41:46).
  31. Élő adás, 2018-04-8 (PM) (11:27).
  32. Interjú, 2020-07-19 (58:18).
  33. 33.0 33.1 Élő adás, 2018-04-8 (PM) (26:19).
  34. 34.0 34.1 steven-ranger-hunts.png
  35. steven-ranger-hunts2.png
  36. Video, 2023-12-19 (14:18).
  37. Hunt of the Bear Description.png
  38. Interjú, 2023-07-09 (1:08:13).
  39. fightersummoner.png
  40. summoned weapons.png
  41. summoned weapons 2.png
  42. summoned weapons 3.png
  43. 43.0 43.1 steven-rogue-augments.png
  44. 44.0 44.1 Élő adás, 2019-07-26 (1:08:16).
  45. Élő adás, 2024-03-29 (1:59:33).
  46. Élő adás, 2017-05-08 (43:30).
  47. Élő adás, 2019-07-26 (1:28:31).
  48. 48.0 48.1 48.2 Élő adás, 2020-07-25 (57:02).
  49. Élő adás, 2017-05-08 (44:51).
  50. 50.0 50.1 50.2 Élő adás, 2017-05-17 (7:27).
  51. Interjú, 2020-07-19 (24:34).
  52. 52.0 52.1 52.2 52.3 Podcast, 2018-05-11 (18:52).
  53. Élő adás, 2017-11-17 (27:35).