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Dopple Spells

By [Ankama]DOFUS-Touch - ANKAMA - September 26, 2018, 10:28:22
AnkaTracker
Hey folks,

We've received an interesting topic from a player about the relevance of Dopple Spells. We wanted to share it with you here in the Workshop and hear your thoughts about it.
Hello, 

Surfing the wave of class balancing, it seems important to emphasize the profound imbalance of Dopple spells that we get at level 200 - some being particularly useful and powerful, while others are basically useless. Attempting to balance each spell seems to require a huge amount of resources (spells, damage, AI ...) to the point of impossible & [Nyom] had indicated that summons slowed down matches. I therefore suggest to remove Dopple spells for all classes.
 

Do you agree in removing Dopple spells? If yes, what should we replace it with?

If you have any suggestions or ideas, let us know!


 
First Ankama intervention
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
Reactions 76
Score : 50
podrían implementar hechizos de dofus 1.29,
la nostalgia vende
6 -1
Score : 37
Removing them seems like a good idea to me.
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.
4 -1
Score : 46
The dopples plays an interesting dynamic on the pvp aspect of the game on thebuoyant craftiness of battles. I think it would be sad to see them go as it’s obvious you don’t have the economic means to develop and moderate the game in a healthy manner anymore. Although i would understand its decision. As an iop for example, i’d sure be happy to see them removed as it would benefit my own class in pvp where other dopples are present because the iop dopple is one of the worst ever. As for the balance of the dopples need both AI and dmg output synergy improvements. But removing them would also make the 200 players without a lvl 200 spell.
0 0
Score : 148
In my opinion dopple spells should be moved to level 150 to add a new spell at level 200 (maybe a powerful passive?), and they could be rebalanced in the process. In this way both the fans of the dopples and who wants new level 200 spells will be happy. 
5 0
Score : 78
well i agree that the dopple spell is pretty useless for most classes and hardly a worthy reward for getting the max level, but i share the same worries of an user above that is if the developers have the resources to work in that topic and the game in general, i wouldnt like if looking at those spells causes trouble in the normal develop on the game 

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
0 0
Score : 2830
Replace the summoned dopple with a customized dopple (like customized perceptors) which are managed through a new menu tab.

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.

----

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.
16 0
Score : 99
I like having this, with the groute spell I think this could be added, Dont remove the dopples and just fix them, this is a good idea 
4 0
Score : 735
A simple alternative would be to increase Dopple Power + Healing by 300% and make them not buffable by players and allies. I'm looking at you, Osamodas.

I also like the idea of them being controllable, as per the above post.

 
2 0
Score : 2830
hahaha Osa buffs + dopple are insane xD
1 0
Score : 221
Bad idea to remove the summon spell, not all the doppleus are bad like osa, iop, sac,etc, just improve the worst ones with some more simple attacks, like rogue which is by far the worst doppleu, and maybe increase a bit the damage of sram´s doppleu
1 0
Score : 32
What about one dopple for all (not dependent on class) then rather than working on multiple new things there is one new thing and it is fair across all. Maybe the tutorial character is so impressed that it comes back to help you smile
 
1 0
Score : 75
jaja joris, that would be kinda boring 
0 0
Score : 16
YEEEESSS PLEASE YES!!!! OHHH THIS'S FEELS SO GOOD

I suggest one more spell for the class.
1 0
Score : 230
As for me I think osa's dopple is not so powerful as eca's or panda's but its the only summon that hits with chance that is important to me.And spell  Lashing Claw is kinda useless due to popular osa's builds .I would balance dopples of some classes and thats all.
1 -1
Score : 2830
LoL

Dopple balancing isn't going to happen -- just read Flatops original message.
0 0
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.
Score : 576
I like Disgustus option the most so far. However, that's an option to rework Dofus PC sidekicks and implementing them on Dofus Touch. Most of the times, I play with only one account and this would be very useful.

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.
0 -1
Score : 2830
This creates a situation where lvl 200 -- in addition to the lvl 200 gear that's in a different category even 199 gear -- would also get access to even more powerful abilities that players just 1 level lower don't get. This would really unbalance both PvP and PvM, creating unfair advantages in combat. I can imagine no other consequence except for the entire player base being motivated to become wisdom leeches and begging to be carried to 200. It's already sufficiently obnoxious listening to full-wisdom leeches wearing full-wisdom gear beg constantly on all available channels for a capable player to feed them xp -- just imagine how much worse it's going to get when there's this kind of power differential between 199 and 200? It'll turn the game into, "Level 200," and "Everybody Else."
1 0
Score : 306
I use my dopple spell when fighting solo but very rarely in a group.  It's really just a target to take some of the damage off me for a few rounds since it hits for so little even with buffs.  Easiest thing to do would be to double or triple the damage at lvl 6 for the spell.  It would also be nice to be able to pick which spells the dopple has and what of these to max.  I'm str and currently dopple hits with int spells so this is nice.  If i was an Int Iop it would be good to have the option for the dopple to use Str spells.
1 0
Score : 2830
Yeah, but even 2x or 3x damage means that -- for example -- the Xelor dopple is still only hitting ~180 per hit. Add to this the fact that even with 30% resistance in all elements, at only ~740 HP the Xelor dopple gets wasted in one turn -- and sometimes, in one hit -- against most Frigost monsters. Dopple is supposed to be a reward for reaching level 200, but for several classes it's just plain worthless.
1 0
Score : 9
que implementen el modo de manejo de invocaciones,incluso con el dopeul trofeos y mas masmos biggrin
2 0
Score : 30
Sinceramente, me encantaria que los doples fuesen manejables o se pudiesen elegir que habilidades subir ( eliminando algunas opciones de hechizo tales como la ira en el yopuka, o la suerte en el zurkarac)
2 0
Score : 18
Hello,

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.
 
0 0
Score : 18
Hello,

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 (:
 
1 0
Score : 348
How about smth like a legendary spell that has great cd/once a fight. Like Toxin had that strange pitfall. Mb make some variants of them for some roles for each class
0 0