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Diferenças entre edições de "Template:Crowd control"

Fonte: Ashes of Creation Wiki
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* Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own [[Health|health pool]] and other [[Stats|stats]].{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}
 
* Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own [[Health|health pool]] and other [[Stats|stats]].{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}
** In current [[Alpha-1]] testing mounts are not separate from the player.{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}
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** In [[Alpha-1]] testing mounts were not separate from the player.{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}
  
 
: ''There's also going to be effects that just stun the mount or stun you on the mount.''{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}{{ndash|[[Steven Sharif]]}}
 
: ''There's also going to be effects that just stun the mount or stun you on the mount.''{{livestream|2021-04-30|1h08m10|tpieQoKYOjE}}{{ndash|[[Steven Sharif]]}}

Revisão das 13h22min de 16 de abril de 2024

Crowd control (CC/mezzing) abilities include root, snare, stun, sleep and slow.[1][2]

  • CC effects do not apply to Non-combatant (green) players. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[4]
  • Some crowd-control abilities can dismount a mounted player. In that case the mount would persist with its own health pool and other stats.[7]
    • In Alpha-1 testing mounts were not separate from the player.[7]
There's also going to be effects that just stun the mount or stun you on the mount.[7]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
Diminishing returns in regards to crowd control and conditions like stun and sleep and slows and that 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
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 feel.[2]Jeffrey Bard
  • Soft CC's are in the tab-targeted abilities.[14]
Skill Icon Primary Description
Air Strike Air Strike New.png Ranger Template:formatskillorupgrade
Ancestral Bolas Ancestral Bolas.png Tank Template:formatskillorupgrade
Chain Lightning Chain Lightning Icon clean.png Mage Template:formatskillorupgrade
Chains of Restraint Chains of Restraint Icon2.png Cleric Template:formatskillorupgrade
Condemn Condemn.png Cleric Template:formatskillorupgrade
Crippling Blow Crippling Blow.png Fighter Template:formatskillorupgrade
Fissure Mage Spell 7.png Mage Template:formatskillorupgrade
Grapple Grapple Icon.png Tank Template:formatskillorupgrade
Imbue Ammo: Weighted Imbue Ammo-Weighted.png Ranger Template:formatskillorupgrade
Knock Out Knock Out.png Fighter Template:formatskillorupgrade
Leap Strike Leap Strike.png Fighter Template:formatskillorupgrade
Quake Quake.png Mage Template:formatskillorupgrade
Slam Slam.png Tank Template:formatskillorupgrade
Slumber Slumber (Active).png Mage Template:formatskillorupgrade
Tremoring Bellow TremoringBellowIcon.png Tank Template:formatskillorupgrade