Classes by archetype combination

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Con 8 Archetipi da combinare, i giocatori potranno scegliere da 64 combinazioni totali per creare la loro class.[1][2]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

Class progression

Come un giocatore progresses con il suo archetype primario (classe primaria), avranno l'opportunità di scegliere un archetipo secondario per augment le loro abilità primarie con gli effetti dell'archetipo secondario (classe secondaria).[3] La combinazione di archetipi primari and secondari è riferita come una Class.[1][2]

Se un Fighter scegliesse il Mage come archetipo secondario, il combattente diventerebbe uno Spellsword. Questa combinazione sblocca augments che possono essere applicati alle abilità nel loro skill tree primario. I combattenti hanno una abilità Rush che gli permette di scagliarsi contro un bersaglio; ed una volta raggiunto, infliggere del danno con una possibiltà di atterarlo. Un potenziamento Mage's escape può essere applicato all'abilità di carica, che può ora teletrasportare il giocatore verso il bersaglio; eliminando quindi il tempo di carica richiesto per l'abilità.[3]

Ogni abilità nel primary tree avrà diverse opzioni di augment dall'albero secondario. Questo è un esempio di horizontal progression.[3]

I giocatori ricevono skill points quando level. Questi possono essere usati per potenziare le abilità all'interno del loro albero.[4]

  • Non sarà possibile potenziare al massimo tutte le abilità di un albero.[4]

Class abilities

Alpha-1 preview primary skills.[5]

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.[6]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.[7]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[8][3]

Skill points

Alpha-2 Ranger skill tree user interface.[15]

What you're seeing at a high level here is just what you'd pretty much expect of a traditional skill. We're doing something a little more advanced than just like a bottom up structure, because we're being a little bit more free-form in this iteration. This will obviously see more UI iterations in the future, but you'll see a mix of active and passive abilities here. Actives are indicated by their square shape, while the circular ones are representing passives; and one thing to note as well is that these passives are aiming to be a little more interesting than just like, this ability does more damage now, or it has a lower cooldown. We do have some of those too, but the goal with a lot of these passives in addition to that is to allow people to lean into unique play styles. So you'll notice that some of them are are changing your gameplay in meaningful ways; and that's the direction we want to take um player and character customization as a whole.[15]Tradd Thompson

Players receive skill points at specific points as they level.[16] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[17][18][19][4]

Making active skills capable of receiving additional skill point allocations and unlocking additional features so that from a player agency standpoint it's going to be up to you whether or not you want to be more diverse but less depth- wider and not taller, in some of these skill choices. Or if you want to be very very tall, that's going to be something that is up to the player in that regard.[20]Steven Sharif
  • Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[16]
We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[16]Steven Sharif
  • Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[21]
  • Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[22][23]
  • Augments do not cost skill points.[24] It was previously stated that certain augments will have more expense required on the skill point side.[25]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • It will not be possible to max all skills in a skill tree.[4]
  • In terms of skill progression, players can choose to go "wide" and get a number of different abilities, or go "deep" into a few specific abilities.[26]

See also

Riferimenti