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During the 2.8 update, we’ve decided to take a suggestion that has come up from the players several times, and update the spells and stats of the Temple Dopples.
The temple dopples (as their name suggests) can be found in the class temples, and beating them gives you Doploons, which can be redeemed for numerous types of awards, like characteristic scrolls and class spells! Players at any level can fight and defeat these dopples every day, and in general, they are an interesting and rewarding challenge.
These dopples have been in the game for years now, but they are only rarely updated. They have their own specially balanced versions of their class’ spells, which generally means that when class spells are changed, the dopple spells are not necessarily subject to the same changes.
So, this led to awkward moments where dopples had spells that were quite outdated, and some even had spells that no longer existed! For dopples, who exist to help players better understand the spells of other classes, this was problematic to say the least.
Certain dopples also had far too many spells at certain levels, some of them up to 8 different spells. This caused problems with the artificial intelligence system, and in some cases also caused malfunctions, making the dopples play badly during their turns.

Updating spells

All of the Dopple spells have been updated to match the current state of class spells. Cra Dopples no longer have extremely random Punitive Arrow rolls. The Dopple version of Rekop, which could easily kill a character in just a few turns, has been toned down and made sane again! All of the dopple spells functions use the current function of the class spells that they correspond with, and we will continue to update these spells during future class changes.

Spell reassignment

Dopples now have their number of spells reduced to a minimum. We would have liked to have just three per Dopple, just like for summoned Dopples, but we quickly realized that, for example, to limit the Sacrier Dopple to only three spells didn’t make for very interesting fights, they need to have at least Punishment, an elemental Punishment as well as Attraction. The same goes for the Osamodas Dopple, who needs to have at least two summons, and a buffing spell. As such, Dopples now have between three and five spells per level bracket. The spells were chosen in order to make the fight interesting, balanced and a true representation of the class being faced.

Improvement to the gaming experience

So, we must admit that some Dopples were not very interesting to fight against. Some were too low, others too high, others simply boring. After considerable amounts of testing, we gave them spells that should make them more interesting and balanced. We often adjusted their damage output to make the spells more reasonable and have addressed more specific and detailed issues: it should be noted, amongst other things, that the Osamodas Dopple can no longer summon twice in the same turn, or the Masqueraider Dopple damage in the Cowardly and Classic states, have been increased to breach the gap in the power difference previously noticed with the Psychopath Mask spells.

We will obviously continue to regularly keep dopples updated and we will monitor things to ensure that our objectives have indeed been achieved. With 10 versions of the 15 different class Dopples, this gives us 150 different monsters to keep an eye on!

We believe that these changes should make the fights against Temple Dopples a lot more interesting on many levels without forgetting the learning curve towards the gameplay of classes for our rookie players.
Good luck on your next round of Temple Dopples!
By: [Izmar], on 17 September 2012
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dubbel-hubbel 04 December 2012 - 16:16

(TheFatPanda @ 18 September 2012 13:51) *
Well this is fun...
This reminds me a line from one of George Carlin's stand up comedies parts called Things You Never See. As George Carlin said: "You never see someone taking a -word removed- (poop) while running at full speed!"

Well here I see it, and looks like he really hates it.  
GloomyBearS 04 December 2012 - 16:10
Does anyone have a suggestion for another Doploon gathering class and build. So far I've seen Strength Masqueraiders following the infamous 11 ap Moowolf Set + Zoth Warrior Axe/Chakra Style, are capable of defeating all class dopples at their level, and even under 2 minutes each.
mariachiaragoretti 04 December 2012 - 11:01

(Monkey-mess @ 17 September 2012 21:01) *
Seems like a good update to me. Let's hope that sram can't lethal and remain invisible anymore? Dealing 1kdamage/turn while remaining invisible for 3 turns..

I hope that too!
Killka-lv 04 December 2012 - 07:31
Need think about iop dopple... when i was lvl 50, iop kill me ony with stengthstorm... its impossible to kill !
This my biggest problems!

CatOcatastrofe 19 October 2012 - 13:28

(zoemzoem @ 16 October 2012 09:23) *
The masqueraider dopple deals 200-400 damage in 1 turn at lvl 40. that's a 1 turn fight.
Use tactics ? Keep distance, LoS blocking (learn Chaferfu/Arachnee/Cawwot) all to le block.
zoemzoem 16 October 2012 - 09:23
The masqueraider dopple deals 200-400 damage in 1 turn at lvl 40. that's a 1 turn fight.
Nerd-Tease 14 October 2012 - 21:43

(MrLuckyduck @ 06 October 2012 01:11) *
Eni should not get a huge Vamp spell + stupidly high heal spells.... It needs to be one or the other.... It's so hard to fight against with it's spells/mp/ap/vamp/heals.
Actually, that im fine with, beat it down till it uses WoR, then it is unhealable (hence Vampiric doesnt help it), and beat it to death.
It is the invisible lethal attack, and the impossobly high crit rates while still maintaining damage (no char could possibly get to 1/8 crit-rate on lethal attack and not sacrifice some damage)
MrLuckyduck 06 October 2012 - 01:11
Eni should not get a huge Vamp spell + stupidly high heal spells.... It needs to be one or the other.... It's so hard to fight against with it's spells/mp/ap/vamp/heals.
DurandRhisham 23 September 2012 - 19:52
I had the dopples change for me, now they are back to the way they were before. Did I miss something?
Mishna 20 September 2012 - 21:33
When does this take effect? It certainly seems that dopple spells have not been fixed yet. Not only does sram still cast lethal and stay invisible, but cra dopples casts bats eye on the first turn, while real cras are no longer allowed to do that.