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الفرق بين المراجعتين لصفحة «Template:Crowd control»

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[[Crowd control]] ([[wikipedia:Crowd_control (video gaming)|CC/mezzing]]) [[Abilities|abilities]] include root, snare, stun, sleep and slow.{{livestream|2017-10-16|25m56|r701cyS3w6o}}{{livestream|24 May 2017|45m12|KCr9yh2Y97I}}  
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[[Crowd control]] ([[wikipedia:Crowd_control (video gaming)|CC/mezzing]]) [[Abilities|abilities]] include root, snare, stun, sleep and slow.{{livestream|2017-10-16|25m56|r701cyS3w6o}}{{livestream|2017-05-24|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|2018-02-9|28m17|w8eehrdIIXI}}
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* There will be diminishing returns on stuns, sleep and slows so as to avoid [[Definition:Stun locking|stun locking]].{{livestream|2017-05-24|45m12|KCr9yh2Y97I}}{{livestream|2018-02-9|28m17|w8eehrdIIXI}}
 
** Diminishing returns on CC effects have not yet been implemented in [[Alpha-1 testing]].{{livestream|November 22 2019|1h06m25|A1SjmI_SOgo}}
 
** Diminishing returns on CC effects have not yet been implemented in [[Alpha-1 testing]].{{livestream|November 22 2019|1h06m25|A1SjmI_SOgo}}
  
<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>
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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>
  
 
* 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}}
 
* 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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** Hard CCs may be housed in [[Action targeting|action oriented]] [[Skills|skills]] because they are skill shots that are more difficult to land.{{podcast|2018-08-4|1h11m05|IXIpLC__7fA}}{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}}
 
** Hard CCs may be housed in [[Action targeting|action oriented]] [[Skills|skills]] because they are skill shots that are more difficult to land.{{podcast|2018-08-4|1h11m05|IXIpLC__7fA}}{{livestream|2018-04-8 (PM)|37m57|JH-sX1aFljM}}
  
<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>
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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>
  
 
* Soft CC's are in the tab-targeted abilities {{podcast|2018-08-4|1h11m52|IXIpLC__7fA}}
 
* Soft CC's are in the tab-targeted abilities {{podcast|2018-08-4|1h11m52|IXIpLC__7fA}}

مراجعة ٢٠:١١، ٢٩ أغسطس ٢٠٢٢

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

There's also going to be effects that just stun the mount or stun you on the mount.[9]Steven Sharif

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