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Skill upgrades
Skill points
Players receive skill points at specific points as they level.[76] These can be used to level up skills (increase their rank) within their active, passive or combat/weapon skill trees.[77][78][79][80]
- 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.[81] – Steven Sharif
- Skill points will accrue at specific XP milestones, such as 1/4, 1/2, 3/4 progress through the level, so as to avoid creating an imbalance with experience debt.[76]
- We do have this concept of experience debt that does accrue and we don't want to create an imbalance between skill points acquired versus experience, so we're going to predicate your skill points acquisition based on benchmarks you reach when leveling through a level. So these are going to be at specific points in the level, like one quarter progress, to half progress, to three quarters progress: you're going to get an influx of skill points and then you'll be able to allocate them into your skill tree.[76] – Steven Sharif
- Skill points can be used to unlock universal skills at the expense of unlocking class-specific skills.[82]
- Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[83][84]
- Augments do not cost skill points.[85] It was previously stated that certain augments will have more expense required on the skill point side.[86]
- It will not be possible to max all skills in a skill tree.[80]
- 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.[87]
Respeccing
Respeccing (resetting and reallocating) adventuring skills may require travelling to a specific location rather than being able to be done on-the-fly.[83][84]
- I am still conflicted on whether or not I want to allow respecs on-the-fly. I believe that respecing should be done at a particular location that requires a bit of transit and some strategic thinking ahead of time about the encounters that you're expecting, but respecing your class should be relatively easier obviously with that constraint of being at a particular location.[83] – Steven Sharif
- Swapping between multiple saved specs may be able to be done after a suitable cooldown period.[88][89]
- Respeccing artisan skills is going to be more difficult than respeccing adventuring skills.[83]
Primary skills
Primary skills (class abilities) are based on a player's archetype.[93][94]
- A player may choose a secondary archetype when they reach level 25.[95][96] The player can then augment their primary skills with effects from their secondary archetype.[93][95][96][94][97]
- Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.[98]
- Class skills are not affected by the type of weapon that is equipped.[99]
- Primary skills in Alpha-2 are expected to be very different to those in Alpha-1.[100]
Active skills
Players can build their characters with the active skills they want on their action bar (hotbar).[102][103][104]
- The maximum number of skills a player can have on their action bar will be around 15-20.[105][106]
- There will be an option to include multiple action bars (hotbars) on a player's UI.[108][102][104] For example: One Fighter will be different from another based on what active skills they have chosen.[106]
- Some people like to have a very minimalistic number of hot bars. They don't need necessarily to have three, four, five hot bars that are available; but some people do like that: They want to have all their items listed on their hotbar as well as their abilities, as well as as their mounts, as well as anything that they can essentially interact with as an icon.[108] – Steven Sharif
- Players are not given skills as they level up, they must choose what skills they take.[87]
- There is no spellbook requiring memorization.[109]
There will be multiple hot-bars that you obviously have available, because you're going to have consumables, you're going to have active skills and whatnot. But the number of active skills are not going to overwhelm necessarily the character and be irrelevant especially at certain stages.[102] – Steven Sharif
Weapon skills
Weapon skills grant passive skills and proc effects and other status conditions, rather than usable skills on a player's action bar.[112] The more skill points that are allocated to the weapon tree, the greater a player's weapon familiarity. This influences things like the number of attacks, attack speed, and increased chances of proc effects from carrying out basic attacks with that weapon. These procs may offer synergy with the player's active skills.[113][114][115][112][116][117][118][119][120][121][78][79][122][123][124] This synergy also applies to active skills from other characters.[114][77]
- Weapon skill trees are skill trees that you can unlock and invest points into as you continue to develop your experience with certain weapon types, certain weapon groups, like a dagger; and when you're doing your basic combo attack with those weapons, which is universal for all classes- anybody can use any type of weapon because stats can be changed on these weapon types through crafting and through drops- there will be certain proc effects that live on the weapon skill tree as you advance in them; and those proc effect effects will be able to interact with your archetype skills because they will have promotion type effects that occur when they synergize with one another.[113] – Steven Sharif
- The weapon combo system determines special effects that proc based on weapon progression.[122][124]
- These procs may reduce or reset cooldowns on other skills on the player's hotbar.[125]
- Certain rotations can ensure the best chance of triggering a weapon proc, but there is no reliable way to ensure that proc activates.[126]
- Weapon progression such as set bonuses may change at what level any proc effects occur.[120]
- Our approach is not going to be providing skills through weapons. It's going to be providing skills through classes.[116] – Steven Sharif
- Players can spec into weapon skills on their weapon skill tree (also referred to as Combat skills[78], and Combat tree[79]) based on their preferred weapon types and the grade of the weapon.[117][118][119][121][79][78][122]
- Dual wielded weapons count as a single weapon type on the weapon skill tree.[126][127]
- Let's say a dagger has some slashing effects that bleed the target or that cripple the target... Every time you attack you have a chance to proc that effect. That effect then can synergize with what your active skills tree has available to it. So let's say your backstab deals 30 additional damage to a bleeding target. If you attack with your main weapon first and the target gets the bleed proc off and you do your backstab skill then you're synergizing your effects.[79] – Steven Sharif
- Let's say backstab that you can apply to deals damage to the target and it'll have a conditional modifier on that damage if you're behind the target, and it'll have a conditional modifier deal additional 50 damage if the target is under a bleed effect. So you want to synergize essentially your weapon proc conditions with your active skills so that you're timing your certain active skills appropriately with the status conditions that the target has taken.[78] – Steven Sharif
- Certain higher-end weapons (and Armor) have active abilities, but the intention is that these abilities will not radically redefine the way an archetype is played.[128]
Zie ook
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- ↑ 75.0 75.1 Video, 2023-12-19 (5:29).
- ↑ 76.0 76.1 76.2 Livestream, 2023-07-28 (1:03:27).
- ↑ 77.0 77.1 Interview, 2020-07-29 (55:44).
- ↑ 78.0 78.1 78.2 78.3 78.4 Interview, 2020-07-19 (53:59).
- ↑ 79.0 79.1 79.2 79.3 79.4 Interview, 2020-07-18 (1:07:51).
- ↑ 80.0 80.1 Livestream, 2017-07-28 (19:05).
- ↑ Livestream, 2020-08-28 (1:19:24).
- ↑ Livestream, 2023-12-19 (1:49:56).
- ↑ 83.0 83.1 83.2 83.3 Livestream, 2023-12-19 (1:46:12).
- ↑ 84.0 84.1 Interview, 2020-07-29 (54:44).
- ↑ Forums - Livestream Q&A 2022-08-26.
- ↑ Interview, 2020-07-18 (1:07:06).
- ↑ 87.0 87.1 Livestream, 2017-11-16 (30:02).
- ↑ Livestream, 2022-09-30 (1:20:46).
- ↑ Livestream, 2020-10-30 (1:06:53).
- ↑
- ↑ Livestream, 2017-10-16 (1:00:44).
- ↑ Interview, 2018-08-08 (22:27).
- ↑ 93.0 93.1 Livestream, 2023-12-19 (1:20:41).
- ↑ 94.0 94.1
- ↑ 95.0 95.1 Livestream, 2023-07-28 (1:04:27).
- ↑ 96.0 96.1 Interview, 2020-07-18 (1:05:04).
- ↑
- ↑ Livestream, 2021-11-19 (50:38).
- ↑ Video, 2022-09-30 (17:00).
- ↑ Livestream, 2021-09-24 (1:18:06).
- ↑ Video, 2024-03-29 (47:19).
- ↑ 102.0 102.1 102.2 Livestream, 2020-08-28 (1:24:29).
- ↑ Livestream, 2017-05-03 (15:15).
- ↑ 104.0 104.1 Livestream, 2020-03-28 (1:41:42).
- ↑ Livestream, 2022-10-14 (57:45).
- ↑ 106.0 106.1 Livestream, 2017-05-03 (17:59).
- ↑ Livestream, 2022-10-14 (9:02).
- ↑ 108.0 108.1 Livestream, 2023-02-24 (53:48).
- ↑ Livestream, 2017-05-19 (43:09).
- ↑ Video, 2024-03-29 (47:43).
- ↑ Video, 2023-12-19 (7:26).
- ↑ 112.0 112.1 Livestream, 2022-10-14 (18:34).
- ↑ 113.0 113.1 Livestream, 2024-01-31 (5:00).
- ↑ 114.0 114.1 Interview, 2023-07-09 (1:14:09).
- ↑ Livestream, 2022-12-02 (56:09).
- ↑ 116.0 116.1 Livestream, 2022-06-30 (1:12:38).
- ↑ 117.0 117.1 Livestream, 2022-09-30 (53:15).
- ↑ 118.0 118.1 Livestream, 2022-09-30 (43:45).
- ↑ 119.0 119.1 Video, 2022-09-30 (24:49).
- ↑ 120.0 120.1 Podcast, 2021-09-29 (47:57).
- ↑ 121.0 121.1 Interview, 2021-02-07 (49:18).
- ↑ 122.0 122.1 122.2 Livestream, 2020-01-30 (1:28:40).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 124.0 124.1 Livestream, 2018-06-04 (1:11:19).
- ↑ Livestream, 2020-02-28 (1:10:21).
- ↑ 126.0 126.1 Livestream, 2023-05-31 (1:12:58).
- ↑ Livestream, 2022-09-30 (1:13:23).
- ↑ Livestream, 2023-09-29 (1:15:47).