Hello guys,
Thank you for the feedback, we've taken note of all of them.
Disgustus is correct, we would prefer to rework this spell as our resources are quite limited.
See message in context
Thank you for the feedback, we've taken note of all of them.
Disgustus is correct, we would prefer to rework this spell as our resources are quite limited.
la nostalgia vende
I don't think that an active spell should replace them though.
The truth is, designing new active spells is a lot of work (animations, balancing, fitting theme for the class, etc.). Even with the recent spell balancing update only some spells from the dofus PC version were taken as inspiration or simply copy/pasted.
Judging from these last 2 years it is clear that dofus touch is not getting the same amount of work/ressources invested as the PC version and therefor an active replacement would only steal ressources and time of the developers, which should rather be focused on new (endgame-)content.
If a replacement is needed I would rather go for a passive-spell like approach. This generally seems like a better idea for a simplified mobile version of dofus.
on the topic of the spell i will like to have them chaged for something more useful, and in the topic in general of spell i will personally like a rework on the spell points system similiar to that of the pc version were all the spell lvl up as your character does instead of using the actual point system it will be a great way to balance better the characters builds as it was the new stats point system
This customized dopple is not a spell to summon a dopple, but will work like the sidekick system (can only join fights that other player characters could also join -- not usable against temple dopples, locked quest fights, etc.)
Dopples count as another player in fights and contribute toward the group cap, and are not considered summons but are also not eligible to resummoned (for example, by the Osa resummon spell.) Dopples can be enabled or disabled at will depending on the player's desire to keep cap for the fight.
Players get access to customized dopples as early as level 1 but only after completing a special quest assigned in the temple by their class master. Customization points are awarded every level (exactly like how guild perceptors work.)
The dopple gets standard spells like what perceptors have with no variation across classes. I don't know what kind of spells these new dopples would have, but I imagine they wouldn't be the same as the spells presently available to perceptors.
Customization points can be assigned or removed at will with no need for de-leveling potions.
Players get to control their dopple's actions during battle.
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Touch desperately needs something like this to make the game more accessible to players who are following the rules and logging only one account at a time. I'm not sure if the dev team understands how difficult it can be for single players to find xp parties or even get help completing basic dungeons or quests.
I also like the idea of them being controllable, as per the above post.
I suggest one more spell for the class.
Dopple balancing isn't going to happen -- just read Flatops original message.
Thank you for the feedback, we've taken note of all of them.
Disgustus is correct, we would prefer to rework this spell as our resources are quite limited.
However, if dopples spells were to be reworked this way, that'd leave us with no rewards for leveling up to 200.
Therefore, in my opinion, besides implementing some kind of reworked sidekicks, I believe dopples spells should be changed for something different.
As many have suggested, a passive spell would be a great idea. To avoid overthinking what those passives should be, you have full sets for each class that are completely skipped by players because they are not as powerful as other sets of the same level. But you do have some quite useful characteristics there (spell buffs). Let's say you can choose 3 of those spell buffs when you reach lvl 200 to be permanent buffs (and maybe you could reset those points in exchange for a couple of dooploons). For example, when my Pandawa reaches lvl 200, I choose to have these characteristics as permanent buffs:
- 20% Critical Hits on the spell: Tipple
- Increases the Range of Stretcher by 1
- Stabilization is no longer linear
If I wanted to change them I could do so exchanging some dooploons.
No need to think on whole new spells.
Well i d be very sad when the dopples would vanish. But i understand the Point. I also like characterlike (cameleon) dopples (like eniripsa who takes so many of the Colors of the Player) and I also like that the dopples are different. I think it's not the same but it could be possible to make em like perceptaurs, u get it on 150 and each Level (or all 5) u get a spellpoint u can use on it.
I dont like the idea of controlling the dopple if it is no spell.
Well i d be very sad when the dopples would vanish. But i understand the Point. I also like characterlike (cameleon) dopples (like eniripsa who takes so many of the Colors of the Player) and I also like that the dopples are different. I think it's not the same but it could be possible to make em like perceptaurs, u get it on 150 and each Level (or all 5) u get a spellpoint u can use on it.
I dont like the idea of controlling the dopple if it is no spell. As its said in a comment.
I like them now, but might be that there is a disadvantage for some players, also it could be on another level, i d appreciate that, like 150 as example, and i would really really really love em more cameleon like, they re so cute (: