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Differenze tra le versioni di "Template:Crowd control"

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<blockquote>''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.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</blockquote>
  
* Lockdowns won't likely be [[Combat#Combat_targeting|tab-targeted]] skills. This is to avoid imbalanced combos with skill shot ([[Combat#Combat_targeting|action targeted]]) abilities.{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}}
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* Lockdowns won't likely be [[Tab targeting|tab-targeted]] skills. This is to avoid imbalanced combos with skill shot ([[Action targeting|action targeted]]) abilities.{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}}
  
 
* Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.{{quote|steven-hard-ccs.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/711220444551708682}}
 
* Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.{{quote|steven-hard-ccs.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/711220444551708682}}
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<blockquote>''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.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
<blockquote>''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.''{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
  
* Soft CC's are in the tab-targeted abilities {{podcast|2018-08-4|1h11m52|IXIpLC__7fA}}
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* Soft CC's are in the tab-targeted abilities.{{podcast|2018-08-4|1h11m52|IXIpLC__7fA}}
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* CC effects do not apply to <span style="color:white; background:green">Non-combatant (green)</span> 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.{{quote|CC_effects_do_notapply_to_non-combatants.png|link=https://youtu.be/Cvuj0DceOHI}}
  
 
* Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own [[Health|health pool]] and other [[Stats|stats]].{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}
 
* Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own [[Health|health pool]] and other [[Stats|stats]].{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}

Versione delle 13:02, 23 nov 2022

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]

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

  • Hard CC's are stuns, knock downs, sleeps, paralysis, some roots, some silences.[6]

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

  • Soft CC's are in the tab-targeted abilities.[8]
  • 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.[9]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[10]
    • In current Alpha-1 testing mounts are not separate from the player.[10]

There's also going to be effects that just stun the mount or stun you on the mount.[10]Steven Sharif

info-orange.pngQuesta sezione contiene informazioni sulle prime fasi di test. Verrà aggiornato non appena saranno disponibili nuove informazioni.

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