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Difference between revisions of "Template:Combat abilities"

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The aspiration for [[Combat|combat]] is for [[Abilities|abilities]] to have corresponding counter-play abilities.{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}
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The aspiration for [[Combat|combat]] is for [[Abilities|abilities]] to have corresponding counter-play abilities.{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}
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* The goal is to have special animations for parrying, blocking and evading.{{livestream|2020-06-26|1h50m01|KesMtSOZl8k}}
  
=== Crowd control ===
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<blockquote>''They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.''{{livestream|2020-06-26|1h50m01|KesMtSOZl8k}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
 
[[Crowd control]] ([[wikipedia:Crowd_control (video gaming)|CC/mezzing]]) [[Abilities|abilities]] include root, snare, stun, sleep and slow.{{livestream|16 October 2017|25m56|r701cyS3w6o}}{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}
 
 
 
* There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}{{livestream|9 February 2018|28m17|w8eehrdIIXI}}
 
 
 
* [[Crowd_control]] 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|8 April 2018 (PM)|37m57|JH-sX1aFljM}}
 
 
 
<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|24 May 2017|45m12|KCr9yh2Y97I}}{{ndash|[[Steven Sharif]]}}</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|24 May 2017|45m12|KCr9yh2Y97I}}{{ndash|[[Jeffrey Bard]]}}</blockquote>
 
 
 
=== Mobility ===
 
 
 
{{Mobility}}
 
 
 
=== Interrupts ===
 
 
 
Abilities with a [[Definition:Cast bar|cast bar]] can be interrupted during the cast.{{livestream|8 May 2017|43m30|3UIqmWTGZ2k}}
 
 
 
* There are abilities to counter interrupts.
 
* Some interrupts are better than others.
 

Latest revision as of 08:06, 15 September 2023

The aspiration for combat is for abilities to have corresponding counter-play abilities.[1]

  • The goal is to have special animations for parrying, blocking and evading.[2]

They can be a challenge to implement sort of really reliably so you might not see them on every evasion or every block, but we do want that stuff to show up.[2]Jeffrey Bard