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Template:AoE skills
Versione del 18 apr 2024 alle 03:21 di Wikiadmin (discussione | contributi) (Text replacement - "|include = {skill}:icon:primary,{skill¦formatskillorupgrade} |table = class="wikitable skilltable sortable",Skill,Icon,Primary,Description |tablerow = style="width: 61px;"¦%%,style="width: 10em;"¦%%,style="width: 80%;"¦%%," to "|include = {skill}:icon,{skill¦format_skill_origin},{skill¦formatskillorupgrade} |table = class="wikitable skilltable sortable",Skill,Icon,Origin,Description |tablerow = style="width: 61px;"¦%%,style="width: 10em;...)
AoE skills will have some form of diminishing returns that will be tuned based on testing and player feedback during Alpha-2.[1][2]
- Player collision inherently limits the number of individuals that can be affected by AoE skills.[1]
- We have a few ideas on how we want to approach AoEs. There's a vein of thought that is regarding diminishing returns [on] maximum number of targets. I'm not a huge fan of that. There is a diminishing return as it applies to damage conveyed. There is just the fact that we're a collision-based game and there's a limited number of bodies that can be located in a particular choke point, or in proximity. There's still things that we're testing especially as part of Alpha 2 that we'll likely be testing and want to get player feedback on as it relates to curbing the AoE approach of most raid comps; and a lot of different games have done a lot of different things to achieve that. We're going to be testing a lot of these different directions and finding which works best for Ashes.[2] – Steven Sharif