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Did you like the new Astrub island? This time, we'll let you rediscover the dungeons! In the coming update, we offer you the chance to enter the Stasis Dungeons, the monsters inside are soaked with Stasis making them more powerful! 

Modulating the difficulty for a varied game experience

 
With Stasis Dungeons, you can now adjust the dungeons' difficulty as you like. Stuck on a difficult part? Switch to Rapid mode, and wipe out the weaker monsters straight away. Come back later to finish the dungeon on higher settings - Difficult or Expert levels, where the monsters are much more powerful!

Overall we're offering you 50 difficulty levels divided into 5 level brackets :

  • Rapid (1-10) ;
  • Normal (11-20) ;
  • Difficult (21-30) ;
  • Expert (31-40) ;
  • Master (41-50).
 

Unlock Stasis difficulty bit by bit


As soon as you first enter the dungeon, you can select whether to face the Stasified monsters in Rapid or Normal (difficulty levels 1 to 20) mode, with your real or adjusted level.
 
You'll then need to complete the dungeon at difficulty level 20 and at that character level to unlock difficulty levels 21 to 30. Then complete difficulty level 30 at that character level to unlock difficulty levels 31 to 40…
 
To be in line with this new system, we have decided to modify the dungeon access levels: all dungeons for a level bracket will now be unlocked at the same time when you reach the minimum level for that bracket, for example, dungeons for levels 126 to 140 will all be unlocked starting at level 126.
 

Enjoy great rewards


Of course, we weren't going to leave you disappointed. The more you increase the difficulty, the better the rewards are. More experience, a better chance of receiving rare items, more transmutations, boss resources…
 

The interface is getting a new look

 

When you click on a dungeon's door, a new interface will be offered. There, you can choose the difficulty, as well as choose to switch to the adjusted level or not.
 

 

Once you enter the dungeon, you can still make adjustments using the micro-interface on the top right of the screen, where the Clan Master is usually.

 
You can therefore see the level of Stasis chosen for this dungeon: An icon symbolizes whether you are playing this dungeon in "adjusted" mode or not, a button takes you to the previous interface to change the difficulty level.

Only the party leader can change the dungeon’s difficulty and only under certain conditions: you cannot change it during a fight and you cannot increase the difficulty after an encounter with the first group of monsters. On the other hand, you can reduce the difficulty at any time, outside of fights.
 

The mechanics are improving


Changes always come in twos. In order to optimize this functionality, the dungeons have been adjusted, and offer new mechanics.
 

Simplified access to the dungeons


You will no longer need dungeon keys to enter dungeons. We made this choice in order to simplify the system and reduce punishments suffered in the event of a defeat. This will allow you to test the most complicated dungeons without regret, or to make dungeons easier during short game sessions. Keys currently present in inventories will be transformed into an object to be used which will give 10 Glossy Powders of the same level.
 
In order to preserve the balance of the game, and in particular to preserve the fluidity of the Handyman profession, we have carried out a number of additional adjustments. Among them is the establishment of crafting low-quality runes (Handyman) from resources found on monsters in non-dungeon areas. Therefore, 7 resources from that area give 10 Glossy Powders of the same level. Subsequent adjustments are also planned to continue to add value to the non-dungeon ecosystem.
 

The Mimics are coming to life

 


A new mechanic for Mimics has been rolled out across all dungeons. Mimics are no longer simple boxes to stuff with Mimikibble, but monsters in their own right, who randomly appear in your fights. So, you need to kill them to get their reward… before they run off with your loot! Make sure you eliminate them in less than three turns, of before they reach the edge of the bubble…
 
There are different types of Mimics, and we'll let you guess their treasures: Domestic Mimic, Fragmented Mimic, Runic Mimic, and Sweet Mimic. They all sometimes drop treasure to each of the fighters when they are defeated.
 

And more to come...


Adjustable Levels and Stasis Dungeons are only the first step towards a more advanced functionality that we are developing for next year - Dungeon Ranking. For those of you who are nostalgic for the Mobile Arenas, you'll no doubt be happy to rediscover a Players versus Monsters competition experience, which is why we are getting on with creating a suitable environment for this mechanic, so that characters of all levels may take part.
 
Moreover, we're creating achievements associated with the Stasis Dungeons, as well as corresponding rewards.

Finally, we're currently considering implementing teleportation directly to dungeons… watch this space!
Of course, this will still require some balancing work, and we'll let you make the most of the Stasis Dungeons first!
 
I hope you enjoy the Stasis Dungeons, and keep you occupied over the Kwismas period!

 

Category: Game design
Comments (31) Comment on the forum...
AndersonMenezes - Member (+) - 07 December 2016 17:16
Don't like the idea of Teleporting directly to the DG, make the players less interactive with others. They could make all mobs drops box with powder with same % of old keys. =x
Matt5150 - Member (+) - 07 December 2016 17:21
Why did you use 50 difficulty levels when 5 are enough?

EDIT: What do you mean with "at difficulty level 20 and at that character level"?
You have to adjust your level to increase dungeon difficulty?
AndersonMenezes - Member (+) - 07 December 2016 17:32
Matt5150|2016-12-07 17:21:59Why did you use 50 difficulty levels when 5 are enough?

EDIT: What do you mean with "at difficulty level 20 and at that character level"?
You have to adjust your level to increase dungeon difficulty?
U just can participate in 21+ dificult, if u're in the dungeon's lvl range, if u too high, u should use modificable lvl, turn u real lvl down, with ur personal build, or using a pre-build the game offer u.

remmeber 41~50 are master II, designed to be unbeateable at priori.
Markzs - Member (+) - 07 December 2016 17:59
Matt5150|2016-12-07 17:21:59Why did you use 50 difficulty levels when 5 are enough?

EDIT: What do you mean with "at difficulty level 20 and at that character level"?
You have to adjust your level to increase dungeon difficulty?

I guess we need a ceiling to be able to compare difficulties and as Anderson said, the latest ones are supposed to be unbeatable:


Source: Method

And I find pretty valid to increase rewards if we're using the Adjustable Level System (if this is how it works)
Matt5150 - Member (+) - 07 December 2016 18:02
What's the point to add an unbeatable difficulty level?

and right now I think it's pretty useless if you can run normal+ difficulties only in the lvl range of the dungeon.
I will try it when they release the patch to see how it works.
AndersonMenezes - Member (+) - 07 December 2016 18:31
Matt5150|2016-12-07 18:02:44What's the point to add an unbeatable difficulty level?

and right now I think it's pretty useless if you can run normal+ difficulties only in the lvl range of the dungeon.
I will try it when they release the patch to see how it works.
Well, they will bring the system now, u know the game is on the end, so they must have something to u spend ur time, so they will create achievments and goals to u try beat, and like said, 2017 will have like a competitive ranking, and u will only participate if u have the pre-requisites, like the dungeon's lvl range.

U will can play till lvl 20 stasis, should be like the HC mode (11~20), i would prefer u could try lvl 50, even been a 200, but i have to say, they will not be competitive at all, ppl wh is low lvl couldn't participate from ranking, turn the lvl a requisite, make the things even, of course, ppl will try ebat 30... 40... and this make the game alive for a lil more time...

The big problem is... what if this is a shot in the foot? What will make ppl keep doing that for a long time, what if ppl use the system only 1 month, and after that so much work spend in nothing?

I prefer they create something u can choose, they should us try the lvl 50 even with lvl 200, we just don't go to the ranking, if the lvl isn't on the range, should be more enjoyable to everyone, who just want to try the dificult, and drop, could use the system, and who want to go to the achievment and ranking too.

[Edit] Sry the lvl 21~30 is the "Hardcore like" mode, the actual hc similarity.
Chloe-la-guerisseuse - Member (+) - 07 December 2016 18:51
Matt5150|2016-12-07 18:02:44What's the point to add an unbeatable difficulty level?

and right now I think it's pretty useless if you can run normal+ difficulties only in the lvl range of the dungeon.
I will try it when they release the patch to see how it works.

Hello Matt,

No you can actually play from difficulty level 1 (easy) to 20, the equivalent of our actual hardcore. 21+ is more difficult than the hardcore we have in game.

So basically, nothing is changing since we still have the same difficulties. The thing changing is that we can now choose those difficulties on every dungeon ! Pretty awesome, right ?

Indeed we have to adjust our level to access higher difficulties, it's only meant for people who want to have some challenges. It's designed for competition as they will add a ladder system later.

The point to add an unbeatable difficulty is to motivate players. In that way, people will keep trying to reach it. If it was doable, people would complete it too fast and get bored again. While now, they'll have to keep trying to climb up the difficulty levels, one by one. It's just to fix yourself a goal. 
Neneko88 - Member (+) - 07 December 2016 20:32
Will they still design dungeons that keep srams and iops out?
Or is this their solution?

Cras and others do the level 21
Iops and srams you can stay behind doing "rapid" levels

We need information on who's doing dungeon designs in the future and what they think about class balance. 
Kikuihimonji - Member (+) - 07 December 2016 20:46
Chloe-la-guerisseuse|2016-12-07 18:51:16
Matt5150|2016-12-07 18:02:44What's the point to add an unbeatable difficulty level?

and right now I think it's pretty useless if you can run normal+ difficulties only in the lvl range of the dungeon.
I will try it when they release the patch to see how it works.

Hello Matt,

No you can actually play from difficulty level 1 (easy) to 20, the equivalent of our actual hardcore. 21+ is more difficult than the hardcore we have in game.

So basically, nothing is changing since we still have the same difficulties. The thing changing is that we can now choose those difficulties on every dungeon ! Pretty awesome, right ?

Indeed we have to adjust our level to access higher difficulties, it's only meant for people who want to have some challenges. It's designed for competition as they will add a ladder system later.

The point to add an unbeatable difficulty is to motivate players. In that way, people will keep trying to reach it. If it was doable, people would complete it too fast and get bored again. While now, they'll have to keep trying to climb up the difficulty levels, one by one. It's just to fix yourself a goal.
I'm with Matt on this one. If its meant to be unbeatable and we know it is, then there is no goal to reach anyway. Its just content that nobody will use. Ergo its pointless. The goal will be difficulty level 30 or 40. Being ko'ed right away when monster hit you just once doesn't make you able to win the fight the next time. Maybe people would see this as a goal to achieve if they could level up and use better gear to do so, but since we are being locked to ALS limits, then we have no space to improve from ourself.

So in shorts its basically something in game that nobody will use. Iirc Arenas were removed for this reason (even though i think its a lie that nobody used them as i did played in them). If they really wanted to give us some goal to achieve, to improve ourself, then Arenas were perfect for this. We had waves of monsters and you could try to survive longer and longer. But with this stasis dungeon system, you are not rewarded for surviving x turns. No. You have to beat whole dungeon that is not possible to beat.

I can bet people will enjoy hard core mode of lower level dungeons, thats for sure, and higher level players might want to try 30 difficulties, but 40 would be something people will show off of beating if at all. 50 is just pointless addition. Just imagine having relics with no fragments to collect to make them, with the need to solo Sham Moon in order to have 0,0000000000001% chance of dropping mystery box that might have it if you are premium since 2010. But since the game wasn't launched yet at that time, its straight impossible to get such relic. So whats the point to even implement it to the game? Same story with stasis difficulty that nobody can beat.

Now if the difficulty was based on extra mechanics involved, such like steles, then it would be possible but very hard to achieve even for veterans. But here in stasis dungeons we just get more dmg on monsters, with more hp/res on them. Thats... not even funny past certain point where you get 1 hit KO'ed no matter what you do.

I want to mention that i am big fan of challaning myself and getting new goals, but if the chance to win in 50 difficulty dungeon is equal beating in pvp the GM, then people will be simply discouraged by the feel of being powerless, and no matter what, they fail. Do you want to play a game that you know you can't beat? What's the point.

Its like playing X's and O's game. If your opponent know the rules and how to play, he will never lose. Ergo X's and O's becomes a pointless game, with no winners unless one person make stupid mistake. Now if you hope for AI to do mistake (for bug to happen, some error) in order to win, then good luck coz even if you win due to bug, the bug will be corrected, meaning you can't beat the content anyway.

I could live with ALS limits to access difficulties of dungeons, coz doing gobbal dungeon with 200 lvl char will rather be easy no matter the difficulty. But designing difficulty for nobody to even have a chance at beating and even admiting it out loud that you are meant to fail, is like showing a kid who is allergic to sugar, tons of chocolate and candies and telling him in the face "you cant eat those" and laughing at him while in same time eating with happiness all of the goods and making kid depressed for life.

Stop depressing people, Ankama.
Chloe-la-guerisseuse - Member (+) - 07 December 2016 20:46
Neneko88|2016-12-07 20:32:45Will they still design dungeons that keep srams and iops out?
Or is this their solution?

Cras and others do the level 21
Iops and srams you can stay behind doing "rapid" levels

We need information on who's doing dungeon designs in the future and what they think about class balance.
Hello Neneko,

What you're saying is not true. They decided to keep only the hardcore versions for the dungeons' strategy. But that way, Present Hardcore was pretty unfriendly for melee classes. It's exactly why they decided to modify the strategy. The mobs won't explode in lines anymore but in diagonales, allowing the melee characters to kill them. The boss' erosion is also reduced so people can actually go near the Boss without losing too many maximum HPs.

All those changes were made to facilitate the access to that dungeon for melee classes.

Kikuihimonji|2016-12-07 20:46:13
Now if the difficulty was based on extra mechanics involved, such like steles, then it would be possible but very hard to achieve even for veterans. But here in stasis dungeons we just get more dmg on monsters, with more hp/res on them. Thats... not even funny past certain point where you get 1 hit KO'ed no matter what you do.
Hi there Kikui,

Actually, it's not just about buffing HPs and damage, there are also states applied to the mobs. Those states are changing the strategy, they give different buffs and should really change the fight. Unfortunately, we couldn't try them on Beta yet.