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Class Improvement - Sram

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:58:21
AnkaTracker

This topic is intended to gather your ideas and suggestions on improvements to the Sram class.
Please, keep in mind that class balancing focuses on both PvP and PvM at once.

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First Ankama intervention

The accompanying graphic allows us to view the results of this first survey for the Sram class.

  • Dommages - Damage
  • Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
  • Amélioration - Improvements
  • Placement - Placement
  • Entrave - Debuffer
  • Vision actuelle - Current vision
  • Vision idéale - Ideal vision

In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.

Like most classes, Srams have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.

The most-significant divergence concerning the improvement capability, which you deem to be a little too weak compared to what it should be, remains marginal.

The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.

You can see the class comparison on the main topic.
See message in context
Reactions 13
Score : 477

Cloudy Dofus srams can one-shot someone from full hp turn 3 in Kolo, I'm not sure how exactly to fix this without punishing non-cloudy srams but it is a bit of an issue as it essentially decides the fight as long as their other teammates don't suicide

1 0
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Score : 4170

I think a main factor that makes this "easy one turn kill" strategy possible is that a Sram can use their own traps to buff spells like Perfidy and Pitfall, while approaching a target. This means the Sram doesn't need to worry about +range equipment, and opponents' attempts to evade traps don't matter. Removing the ability to self-buff these spells - only applying buffs when a trap is triggered by an enemy or affects an enemy - would be an effective way to nerf this strategy.

6 -3
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Score : 507

As others have said, addressing Pitfall + Perfidy is necessary - I love the suggestion that enemies have to trigger traps for the buff to build. It could also be neat to see Perfidy apply an Earth poison with duration scaling on traps triggered. 1 turn base, up to 5/6 turns with full traps. Strength would still have a lot of burst with Pitfall + Lethal + Lethal + Double Explosion, but Pitfall's 1.5k damage would be spread out.

Changing the double explosion from Neutral to Chance or Intel would also help, Strength has plenty of tools already anyways.

3 0
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Score : -12
the sram needs some boost that will hurt him more and reach in some element like the ocra or the yopuka
0 -1
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Score : 56

Please Ankama turn the AI back to not knowing where I put down traps, this the reason I stopped playing sram str all I ever wanted was to set my trap and kite enemies but now they avoid it completely and make no sense on how mobs know exactly where I put the traps down!

5 0
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Score : 52

I strongly agree with this. mono accounting with a sram in pvm has become so dull because all monsters avoid traps. Turn the AI off.

0 0
Score : 2122

The mobs dont know where the traps are, they now know what the shape of the trap is and the direction you were facing when you placed the trap, giving them an idea on where the trap is. 

If you place the traps 1 cell in front of you character while facing in the direction of the monster, they will usually run around like headless chickens...

0 0
Reply

The accompanying graphic allows us to view the results of this first survey for the Sram class.

  • Dommages - Damage
  • Survie (soin, protection, et tanking) - Survival (healing, protection, and tanking)
  • Amélioration - Improvements
  • Placement - Placement
  • Entrave - Debuffer
  • Vision actuelle - Current vision
  • Vision idéale - Ideal vision

In red, you can see the ideal vision you have for each class role. The blue profile presents the current vision and feeling in the game.

Like most classes, Srams have two similar (but not identical) profiles – the class as it is today is broadly in line with what players expect.

The most-significant divergence concerning the improvement capability, which you deem to be a little too weak compared to what it should be, remains marginal.

The diagram represents one of the elements taken into account upon reflection; your comments allow us to provide a more-concrete vision that is closer to the in-game reality.
We'd also like to remind you that in order to solve perception divergences, nerfing and upping aren't the only tools we have at our disposal.

You can see the class comparison on the main topic.
Reply

For you, the Sram class seems very fun and viable in the bi- and multi-element modes, but you pointed out that it loses this draw in the water, earth, and fire paths, which seem less fun and less viable to you.

In the forums:
Regarding Srams, many issues were reported regarding Srams' gaming style against AIs detecting invisibilities and avoiding traps for example. In your opinion, Srams have difficulty integrating team-based play in PvP even though they are very powerful in 1v1 situations.

Reply
Score : 162

I don't think srams are very powerful especially in 3v3 and 5on5 situations and I have been legendary in kolo as sram. In small map pvp 1v1 it might be stronger but if the map is medium size with obstacles or larger, sram lose out a lot just from people running away and using obstacles, not to mention so many classes already have natural counter to sram like eca perception/roar, sadi earthquake/proximity poison, enu's pullout, pacifist, and bags with crazy ai detect, masq grimace that knows your exact location when your invis, xelor counter and many teleports that makes extremely difficult for sram to catch, osas just need to run and use tofus with their crazy mp to find you, cras can just run backwards and is extremely difficult to chase in fear of the 3 tile radius bats eye and the -100mp, do i need to mention sacrier?, foggernaut with safety of the turret acting basically as a better version of enu's bag that takes all the damage, ougi has no los prey, and many self heal tank abilities, elios that have insane portal mobility and damage but can also self heal or heal others like a healing class?!!, hupper just need to tag you once with a rune(which can also have no los) and can reveal you anytime on his turn throughout the rest of the entire game, feca ataraxia, feca shield, close combat immunity, -ap glyph, aegis, truce etc. Let's be honest, anyone that actually try to play sram to climb in kolo knows there's only one viable element and that is strength, you might be able to play the other elements and enjoy some success but ultimately strength is what makes the sram be near as viable as the other classes, this is especially true when it comes to 3v3 kolo and 5on5 perc fights. Yes agility sram is good, let's you poison the enemy without having to rely on traps whether they step on the traps or not, but it just doesn't cut it factoring in how so many classes have good sustain, over time on paper the damage is good but in reality it's really bad, especially epidemic where it procs at the end of the enemies turn is not good in higher kolo where people know the mechanic not to end near allies, on top of it's linear restriction. If there is some tracking the devs can use on sram elements in kolo, you will also see almost no one use fire and water. They simply do not do enough damage as the other dps classes, you can argue water sram has sustain but what good is it, if it's just below average sustain with mediocre damage as the damage class? My point here is, maybe it's cool idea that water has sustain but if it isn't super good and it's not something that this branch is known for then is no point when competing with other classes that excel in this area, and the same reasoning for damage in the water tree when competing against other damage classes. The same thing can be said with the fire branch of sram. When in kolo/perc fights the most common and used strategy is for all members to focus damage on mainly one target, it really comes down to this, which team can do the most upfront damage before enemy support class can heal or shield, and which team can access their targets better to achieve this damage. Factoring in how most dps class can hit harder(straight up damage, not like poison where you have to wait) and with better utilities than sram to access their target, example elio's portals, sadi's infection, eca's catnip/smell, need i mention ougis?, iop's jump precipitation, xelor's teleports, hupper's journey and other teleport spells what good is sram? or what makes sram so special as a dps class? Is he the assassin archetype? Maybe only strength right now truly allows the class to be the "assassin" archetype but this in and of itself has it's own problems like many strength srams at the moment have to sacrifice 2 turns of not doing damage in hopes of doing burst damage on the third turn which can be easily countered by almost every class just by simply playing good and avoiding the sram which goes back to my earlier mention of map size and class counters. But even this burst damage is not a specialty of srams when pushback huppers can do this on turn 2 and ignore resist and ivory all together, and reach their target much easier, also not have the survival weakness of srams with elemental shield and other utilities. The strength xelor can easily burst down a target on t2 as well, and also reach their target better than the sram and also have better survivability with rewind.  So really what good is sram? When everything it tries to do, another class does better. You simply just need to look at top dps class in kolo rankings and you can see sram is not " very powerful", there's only 1 sram in top 100 3on3 solo, and 5 on on top 100 solo as I write this. When people mention nerf sram I really question do they really mean it or simply they are just lazy and don't know sram mechanics and how weak they are.

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Score : 38

This guy ^ knows what's up... So true everything he said.

0 0
Score : -20

Idk about u guys but I really feel like Sram gets outclassed by most classes, especially iop and cra.. also please reduce CD on invis and give the class more long range options, I hate range rape.. also it’s TOO easy to guess where sram is cuz u just calculate possible positions base on MP and then use a low ap spell or an AOE spell.

Buff idea: make it so u can’t see Sram MP through the fight so enemy can’t guess easily.. also make Con nonlinear and give Sram attraction or something like that.. can’t do shit if ur not close enough to fear someone into a trap or atleast use lethal attack, more long range bonus/steal mp and ap spells would be nice cuz we need to get close or bonus vitality or resist spells would be appreciated too because we are so squishy. It would be pretty cool if double had spells or more properties like cast sacrifice on you do double could tank damage or atleast have some more utility.

0 -3
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Score : 1600

Make it so the double doesn't show up on the turn order. This way it will be harder to tell which is the double. 

0 0
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