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Ceneri della creazione has the traditional trinity of Tank, DPS and Support/healer roles.[1][2]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[3]Steven Sharif

Balancing

The sixty four (64) classes are partitioned into eight primary archetypes. Balancing of active skills only relates to these eight primary archetypes.[4]

  • There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[4]

Balancing is such an important aspect of this class system that we want to make sure that there's a role to be had for every possible combination.[5]Steven Sharif

You don't make 64 classes for four to be played.[5]Peter Pilone

Balancing in Ceneri della creazione is "group focused".[6]

There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[6]Steven Sharif

Certain secondary archetypes are capable of "bridging the gap" between their counterpart.[7]

Certain archetypes are capable of moving the gap between their counterpart per-se. If I am a Tank archetype and a Mage is my counter, I can take a Mage secondary and kind of bridge the divide slightly; and then move my identity that direction ever so slightly.[7]Steven Sharif

Class abilities

Alpha-1 Tank primary skills early user interface design.[8]

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.[9]Steven Sharif

The idea behind the system is that you're kind of 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 kind of 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.[10]Steven Sharif

Primary skills (class abilities) are based on a player's archetype.[11] Players can personalize their primary skills with augmentation from a secondary archetype.[12][11][13]

The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[14]Steven Sharif

  • Each secondary archetype offers four different schools of augmentation.[12][15] Each augment school affects a primary archetype's skills in different ways.[16]
    • For example: A Mage offers Teleportation and elemental schools of augments. These augments will affect a Fighter's primary skills differently than a Cleric's.[12][16]
    • Each augmentation has a level requirement and number of skill points required to activate it.[17]
    There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards; and certain augments will have more expense required on the skill point side.[17]Steven Sharif
  • Choosing the same primary and secondary archetype increases focus on that archetype.[18]
  • Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.[19]
  • Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.[21]
  • Some spell colors and general FX change based on augments.[22]
    • Active skills could look totally different after an augment gets applied.[23]

Skill points

Alpha-1 early preview skills UI.[24]

This is where players allocate skill points into either their active skills, their passive abilities- which can augment their usage of weapons and armors and health regeneration and passive stats and stuff like that-- but on the weapons side of things, that's where you will spec into certain types of procs based off of weapon groupings. So we've talked a little bit about this in the past: If you have a dagger, daggers might have a chance to proc a bleed on your weapon attack and that would synergize with an active skills' ability like let's say Backstab that does additional damage if the target is under a bleed effect. Now we have said in the past that players will be able to allocate skill points into their active skills that are more geared towards either action combat or tab targeting.[24]Steven Sharif

Players receive skill points as they level. These can be used to level up skills within their active, passive or combat/weapon skill trees.[25][26][27][28]

  • It will not be possible to max all skills in a skill tree.[28]
  • 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.[29]
  • Players are able to reset and reallocate their skill points.[30]

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.[31]Steven Sharif

Best-in-slot items

Best in slot weapons and armor is based on a character's role and the type of monster they are facing.[32]

Ashes of Creation Apocalypse class kits

Sei classi sono presenti in Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[33]

Queste classi si riferiscono alla trinità delle classi: Tank, DPS e Support.[33][34]

  • Weapon skills sono applicate per aumentare le abilità di base di una classe.[35]
  • Le abilità della classe base possono essere selezionate da una serie di abilità disponibili per quella classe in base alla progressione di un giocatore durante quella stagione.[35][36]

Abbiamo avuto un po' di idee che esploreremo per quanto riguarda ciascuna delle classi che hanno una vasta scelta di abilità che i giocatori possono personalizzare il loro kit di abilità in base alla loro progressione entro una stagione, diciamo; quella progressione può essere ottenuta da una qualsiasi modalità e ti darebbe la possibilità di personalizzare quel kit di abilità per la modalità prima dell'assedio o la modalità orda. Ma è qualcosa che potrebbe venire in un secondo momento.[36]Steven Sharif

Ashes of Creation Apocalypse classes sono applicate solo a Ashes of Creation Apocalypse castle sieges e Ashes of Creation Apocalypse horde mode.[37]

Ashes of Creation Apocalypse healing

Healing in Ashes of Creation Apocalypse will be reticle based (action targeted).[38]

We have a few design theories on action combat and healing to began with phase one. Part of that will be the implementation of a class system into the castle siege and horde mode of phase one. Those will be kits that play out as skills available from an action perspective. You'll be able to target in proximity, basically so positioning is going to matter. Importantly, for healers being close to the individual party members you wish to heal. Additionally, you'll have reticle based healing methods. This would be a template that could be launched in that direction as a pulse of heels or augments. So there's a lot of different systems are playing with that you'll see more of when we get to those when we get to the castle siege system and the Ashes of Creation Apocalypse horde mode.[38]Steven Sharif

See also

Riferimenti

  1. 1.0 1.1 1.2 1.3 Group dynamics blog.
  2. 2.0 2.1 2.2 2.3 Livestream, 2017-05-22 (46:04).
  3. 3.0 3.1 Interview, 2018-10-20 (2:40:16).
  4. 4.0 4.1 Interview, 2018-10-20 (2:40:17).
  5. 5.0 5.1 Livestream, 2017-05-24 (35:11).
  6. 6.0 6.1 Podcast, 2018-04-23 (59:28).
  7. 7.0 7.1 Podcast, 2018-04-23 (1:01:01).
  8. Livestream, 2020-07-31 (1:14:26).
  9. Livestream, 2017-10-16 (1:00:44).
  10. Interview, 2018-08-08 (22:27).
  11. 11.0 11.1 progression.png
  12. 12.0 12.1 12.2 Interview, 2020-07-18 (1:05:04).
  13. class secondary.png
  14. Livestream, 2020-07-25 (1:47:55).
  15. Livestream, 2018-02-09 (41:56).
  16. 16.0 16.1 Livestream, 2019-12-17 (1:13:14).
  17. 17.0 17.1 Interview, 2020-07-18 (1:07:06).
  18. class same.png
  19. February 8, 2019 - Questions and Answers.
  20. Livestream, 2019-07-26 (1:09:22).
  21. Livestream, 8 April 2018 (PM) (20:45).
  22. augmentcolors.png
  23. Interview, 2018-05-11 (53:15).
  24. 24.0 24.1 Livestream, 2020-08-28 (1:12:50).
  25. Interview, 2020-07-29 (55:44).
  26. Interview, 2020-07-19 (53:59).
  27. Interview, 2020-07-18 (1:07:51).
  28. 28.0 28.1 Livestream, 2017-07-28 (19:05).
  29. Livestream, 2017-11-16 (30:02).
  30. Interview, 2020-07-29 (54:44).
  31. Livestream, 2020-08-28 (1:19:24).
  32. Livestream, 2020-05-29 (1:33:11).
  33. 33.0 33.1 33.2 Livestream, 2019-01-11 (41:20).
  34. Interview, 2018-10-20 (11:38).
  35. 35.0 35.1 35.2 Interview, 2018-08-17 (8:16).
  36. 36.0 36.1 Livestream, 2019-01-11 (58:40).
  37. Reddit Q&A, 8 January 2019.
  38. 38.0 38.1 Interview, 2018-08-08 (19:40).
  39. 39.0 39.1 Interview, 2018-08-17 (12:05).
  40. 40.0 40.1 Interview, 2018-12-06 (2:04).