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Ankama Trackers

[1.65 Feedback] Changes to the Stele System

By [Ankama]WAKFU - ADMINISTRATOR - August 20, 2019, 10:00:00
DevTracker AnkaTracker

Hello everyone,

Please post your feedback here.

Reply
First Ankama intervention

Hello,

Here's the new stele mechanics list.

Xelorium Past


Stele 1 – Backwards
The hour spins backwards.

Stèle 2 – Reversed
Reverses moves of less than 6 cells

Stele 3 – Opposed
The boss is immune to AP and MP removal, and is stabilized.

Xelorium Present


Stele 1 – Time Pact II
Time Pact does ten times its damage.

Stele 2 – Sight
For each obstacle in the boss' line of sight at the start of its turn :
+1 MP (1 turn)

Stele 3 – Temporal Suspension
When a player character is moved by a push/teleport effect, he is stabilized (1 turn)

Plantala


Stele 1 – Cursed earth
The plantala glyph on which the boss stands are spread through the entire fight map.
20% Damage Inflicted on every monster.

Stele 2 – Plantala after Plantala
If the monsters aren't killed in the given order, they come back to life with a permanent bonus.
100 Elemental Resistance on every monster.

Stele 3 – Oppressive air
For each plantala glyph on the fight map at the start of the table turn, an effect is played on every fighter
For each Ozate Glyph : -25 Resistance (infinite) on player characters
For each Shrub Glyph : 25 Resistance (infinite) on monsters
For each Bamboo Glyph : 10 Willpower (infinite) on monsters
2 MP 2 Range on every monster

Pandissident


Stele 1 – Zig Zag
Finishing your turn in alignment with an ally (summons count) instant kills you.

Stele 2 – Meteor shower
The boss casts six more orbital strikes every turn (on given spots).

Stele 3 – Thuglife
The reinforcement monsters are stabilized and gain %damage inflicted.

Fleopard


Stele 1 – Hide and Spotted
Spotted can no longer be decreased
2 MP on the boss
1 MP on every monster

Stele 2 – Unity
Finishing your turn not in alignment with an ally (summons count) instant kills you.

Stele 3 – Statue
Every monster in the fight is stabilized

Pandala Ghost


Stele 1 – Fright
The fight map has instant death cells on borders.

Stele 2 – Vampiric energy
30% of the heals executed in fights are also received by the monsters.

Stele 3 – Super Tanukouï Strike
Tanukouï Strike now summons 3 lines of fire instead of one.




For now, the gameplay states are not yet implemented ! Nor are the associated loots. You can give feedback on the design here.

Have a good beta test,

Siu.
See message in context
Reactions 7
Score : 97

Ankama, I don't understand your obssession to make endgame items drop only at a certain bracket. You made yellow items drop at 21. I mean, sure, it's just rarity, nothing serious. Then you made epics drop at 21. Well, I guess early endgame people can play without epics, right? And now you make this update where you put stele items at 11 and over. Why not make boss drops be obtainable only over 11? Why not make guild of hunters quests be completable only on 11 and over then? And over all that, you make steles work only through item that is obtainable by fighting the event people dislike the most, invasion. "Nah, let's replace these moon steles mechanics, that were working perfectly fine".

You're fighting the consequenses of invasions being boring, not a reason of why they're boring.

What's next? Gonna bring back keys to enter the dungeons, and make them obtainable only by fighting arches with a drop rate of ~1%? Or gonna remove all difficulties below 11, since no one is gonna run it?

This steles update is exceptionally pointless and only makes game less accessible for players.
You do not make boring and hard things more interesting, you just make them the only way to progress.

4 -2
Reply

Hello,

Steles are a feature that is supposed to add a challenge. It simply isn't compatible design-wise with the idea of lowering the dungeon's difficulty. There are no plans to impact the hunter guild quests, nor anything else.

We're currently considering making the actual stele-linked gears into standard boss loot. The sublimations and the Wisdom/Prospection bonuses are good enough rewards for steles. We're also thinking of increasing the sublimation's loot rate, so that steles would be more of a once-in-a-lifetime challenge.

The new Thirster quest is a community mission above all. It requires player interactions, and working together. Players that are not very performing in the quest can still get rewards for it. Besides, the Thirster quest can be manually activated. It doesn't rarely appear like other invasions in the game.

Siu.

Hello,

Here's the new stele mechanics list.

Xelorium Past


Stele 1 – Backwards
The hour spins backwards.

Stèle 2 – Reversed
Reverses moves of less than 6 cells

Stele 3 – Opposed
The boss is immune to AP and MP removal, and is stabilized.

Xelorium Present


Stele 1 – Time Pact II
Time Pact does ten times its damage.

Stele 2 – Sight
For each obstacle in the boss' line of sight at the start of its turn :
+1 MP (1 turn)

Stele 3 – Temporal Suspension
When a player character is moved by a push/teleport effect, he is stabilized (1 turn)

Plantala


Stele 1 – Cursed earth
The plantala glyph on which the boss stands are spread through the entire fight map.
20% Damage Inflicted on every monster.

Stele 2 – Plantala after Plantala
If the monsters aren't killed in the given order, they come back to life with a permanent bonus.
100 Elemental Resistance on every monster.

Stele 3 – Oppressive air
For each plantala glyph on the fight map at the start of the table turn, an effect is played on every fighter
For each Ozate Glyph : -25 Resistance (infinite) on player characters
For each Shrub Glyph : 25 Resistance (infinite) on monsters
For each Bamboo Glyph : 10 Willpower (infinite) on monsters
2 MP 2 Range on every monster

Pandissident


Stele 1 – Zig Zag
Finishing your turn in alignment with an ally (summons count) instant kills you.

Stele 2 – Meteor shower
The boss casts six more orbital strikes every turn (on given spots).

Stele 3 – Thuglife
The reinforcement monsters are stabilized and gain %damage inflicted.

Fleopard


Stele 1 – Hide and Spotted
Spotted can no longer be decreased
2 MP on the boss
1 MP on every monster

Stele 2 – Unity
Finishing your turn not in alignment with an ally (summons count) instant kills you.

Stele 3 – Statue
Every monster in the fight is stabilized

Pandala Ghost


Stele 1 – Fright
The fight map has instant death cells on borders.

Stele 2 – Vampiric energy
30% of the heals executed in fights are also received by the monsters.

Stele 3 – Super Tanukouï Strike
Tanukouï Strike now summons 3 lines of fire instead of one.




For now, the gameplay states are not yet implemented ! Nor are the associated loots. You can give feedback on the design here.

Have a good beta test,

Siu.
Reply
Score : 32

I like the idea of stele-related gear, I think these should stay, makes the loot more exciting since you're doing challenges for a specific reason. I don't think sublimations alone are good enough a reason to be doing Steles atm and more new items never hurts.

0 -1
Reply
Score : 97

It's not about challenges, it's about ankama making another item restriction to a certain stasis bracket. A lot of people just can't play without a certain stele item or two, so they will run the dungeons at some point, and will have to do it on 11, even without a part of the gear.

Making the stele items as common drop is actually fine, because people can play without sublimations, but not without items

0 -1
Score : 2726

Most of these challenges look pretty good an generally follows the theme of their respective dungeon, however some do not and should be changed.

The ones I'm referring to are the insta-death ones, for several reasons:
1. Insta-death is no fun.
2. Since you're imposing an s11 minimum requirement, for most dungeons one character death = restart fight. This does not make fights tactically interesting as ONE mistake ends the run.
3. If it's not tied to the theme of the dungeon or monster family it makes no sense to have it, it just gives the impression the developer ran out of ideas and chose the easiest to implement (and least fun) type of mechanic.

Pandissident Stele 1 – Zig Zag
Finishing your turn in alignment with an ally (summons count) instant kills you.

Pandissidents have no line mechanics, no insta-death mechanics, the boss/mobs already impose two positioning restrictions, and one immobilize mechanic.
A better option for this stele would be to tie it to the spreading of the Pandit's poison. Something like a 3-cell wide line or Wrath AoE, or simply increase the level of poison or the duration.


Fleopard Stele 2 – Unity
Finishing your turn not in alignment with an ally (summons count) instant kills you.

Again, Fleopards have no insta-death mechanic, and only boss has a line mechanic. Forcing players to stand in line where one trigger of boss' line mechanic ends the run is not challenging, it adds an element of randomness as to whether or not the fight can be won. No tactic can circumvent a random occurence.
Instead, keep the positioning requirement, but instead of insta-death, debuff the player failing to end in line with an ally with something like the -resistance equivalent of 5-10 stacks of Spotted.


Pandala Ghost Stele 1 – Fright
The fight map has instant death cells on borders.

Pandala Ghosts have no line mechanics, no insta-death mechanics, and they already hit players for far more damage than any other mob in the game, heal, and have a mechanic that increase their resistance. Insta-death on top of this doesn't make the fight more interesting.
If you really don't want the boss to be locked against a wall on this stele, have the effect make the boss unable to be locked, or increase it's dodge by a high amount instead.


Tropikoko Stele – Opal
Finishing your turn not in alignment with an ally (summons count) instant kills and disembodies you.

Tropikoko already has a heavy positioning requirement both for Kokonuts explosions and the Rain AoE. The additional insta-death from Opal Stele should be changed, since it like the others above doesn't follow the theme of the dungeon or the mob family.


Kanniball Stele – Amber
Finishing your turn in alignment with an ally (summons count) instant kills and disembodies you.

Kanniball has the most positioning requirements of all the higher level dungeons. Yet another one on top of all the others is absurd. It doesn't make the fight interesting, it makes it virtually unwinnable. And as previously it doesn't make any sense to have it here, since Kanniballs don't have any insta-death mechanics, but they have one line mechanic. One that would be more suitable for a stele challenge, if it was to be made a permanent effect (being in line with an ally causes damage to the ally if you hit an enemy).


Nyl Stele – Opal
Finishing your turn more than 3 cells away from an ally instant kills and disembodies you.

This is the only insta-death mechanic that makes any sense. As the dungeon boss room already has insta death tiles, and the Crocs themselves are buffed when in proximity to another croc. So having an inverse of their buff thematically makes sense. However the disembodyment part is a bit excessive and should be removed.

5 0
Reply
Score : 3787

I have to agree Instant death is not a very interesting mechanic, instead, add a debuff or something that makes the boss fight interesting vs a chore.

0 0
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