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Class Improvement - Sram

By [Ankama]DOFUS - ADMIN - February 20, 2019, 17:58:21
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.
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 34
Score : 709
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
3 0
Score : 4672
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.
9 -3
Score : 671
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.
4 0
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
Score : 81
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!
13 0
Score : 125
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.
8 0
Score : 3049
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
Score : 30
I know I'm responding to an old post, but far too often the monsters outline my traps with their movement and even walk through 1-cell-string pathways between traps. As you say they only have so much information, I believe you, but then maybe they're too smart because they are more effective at evading traps than a human player.

The whole point of setting a trap, in any context, is that the victim walks into it unknowingly. Who wouldn't be disappointed to choose playing the trapper and hardly ever see them tripped without their intervention?

No matter how they built the AI, the fact remains that even now trap Sram, one of the funnest strategies to me as well, is far too ineffective in PVM to use. Traps mostly combo pieces now. People are still talking about this disappointment.
2 0
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.
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.
Score : 242
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.
7 0
Score : 1159
This guy ^ knows what's up... So true everything he said.
3 0
Score : 221
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.
1 -3
Score : 2040
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. 

This way I could use Mist , cast double and repel. The repel us both but I come out of mist the double stays inside mist but the enemy team thinks it the double that's outside of mist because ...why would I expose myself right? haha

Also, please give us options for the male sram that doesn't look like a skeleton !
And make sram color palette better. Its too bland.
And I think chance sram needs a Miry Buff to heal allies.

its to hard to make that connect.
Maybe lower the heal and widen the area of effect?
4 0
Score : 221
that double idea where it doesnt show up in turn order thing is actually a very smart idea.. i like it.. please impliment this Ankama!
5 0
Score : 1159
Hi, best Sram in the world here.

I love Srams, and I have been playing Sram ever since the day this game was created.

Seeing the current state of the game, Srams are not doing so great in terms of both PvP and  PvM. While there are a few spells that could definitely use some buffs and/or changes, I suggest adding (or changing an old spell to) the following spell: "Activate Trap"

Simply put, this should be a low AP cost, medium-range spell that can trigger any selected trap (during the Sram's turn) EXCEPT the following: Miry Trap, Malevolent Trap, and Lethal Trap. This spell should have a 2-3 turns cool down, and to make it more balanced, have it require line of sight, AND to top it off, have it dissipate invisibility if cast while invisible. Now no one can complain, I hope.

TLDR: Give Srams a spell similar to Rogue's Detonator.

If implemented, this spell will allow 11 different trap spells to be activatable during the Sram's own turn. This is huge! The problem with current Sram is that traps require time to be effective, and space to be used. This combination of requirements is no good in the current meta where instant high damage is the best way to go in most situations. So, with this spell, a Sram can instantly trigger, say, Proximity Trap without having to push the target/Plotter into it, or by simply hoping the target to walk over it. Another example, a Sram could instantly push a target into a nearby trap combo using an activatable Repel Trap, without having to worry too much about the Sram's positioning.

I don't like these full-damage Sram builds where a Sram would spend all 3 turns of Invisibility doing practically nothing and then popping out of Invisibility just to one shot a target and then hope to survive and repeat... I believe this is not healthy for the game, and it is definitely not the way Srams are meant to be played (according to the Sram lore!).

 
IMissThisGame|2019-06-03 17:08:58
The main problem i see with this is.. having a spell like that (which i dont think i would use often since it dissipates invisibility and its medium range) would mean taking away a current sram spell.. which spell would you take away? i would be fine with this if its simply an additional spell, not a replacement for a current spell. 

There is one spell in particular that I have never seen any Sram use before, ever. That spell is of course Raiding. As for the invisibility dissipation part, if the detonation spell I mentioned did not dissipate invisibility, then All Srams and their grandmothers will go for the infinite Toxnies proc using that Sram Class Cape that makes it have no LoS. Also, there are two other spells that are sometimes used but are also candidate for spell replacement IMO, these are Ambush and the 2nd Repel Trap (the variation).

I'd also very much so like to see something done to the spell Mist, but that's a different story.

It would be nice if there was a new option where it allows all classes to unlock an extra class-specific spell at level 200 (like old Dopple at level 200), then maybe we can have this detonation spell without the need of replacing old spells?
4 0
Score : 1805
Long-time Sram here myself, I agree, I hardly use traps in favor of high damage dealing spells like lethal attack.  Having a detonator-like spells seems soooo fun and has a ton of possibilities.  With the current monster AI, 90% of traps get walked around/avoided so this would be a really clever way to make the most of a Sram's traps. Has a good risk/reward situation that you described too.  Very nice. 
1 0
Score : 751
 .
2 0
Score : 2176
make epidemic not proc at the end of enemy turn but at the end of your turn instead
1 -2
Score : 221
Make it so that you can fear traps into people, like put a lethal trap in front of you and fear it into an enemy, maybe even allow repelling trap to work on traps. Would be a cool mechanic that allows srams to reliably deal damage when invisible, cuz right now it can be kinda hard, the only reliable damage when invis is poison, especially when people can just jump and teleport around, jump over traps, etc. Sram needs some updates to catch up, kind of outdated class. Most of the str/agi spells are straight up damage with no extra effects. Literally all the new classes and updated classes have comparable or higher damage spells but also with bonus effects. 
0 -1
Score : 1159
One more suggestion I have is to limit the ability of other classes to find the Sram while invisible. 

Ouginak with the Class ring Bone Band removes all forms of counter play that the Sram barely has. No cool down on the spell Sniff? Seriously?? AND it's a ring slot too!? Who designed this? Well please fire him/her from Ankama...

Other classes I can think of are Huppermage who only need to hit the Sram once to have the Sram at a complete disadvantage the whole game... Why??

Maybe there are more classes that can do something similar to Ouginak/Huppermage that I am not aware of yet, but either way, this is too much for Srams! The only counter play a Sram has versus such classes is by either going full tank, or by going full damage but with really high initiative so that the Sram starts first and avoids getting caught, but even then these two options are not very reliable.

Just a heads up Sram is absolutely trash now. Thanks Ankama.
6 0
Score : 221
ok.. Sram is reeeally bad.. how is noone talking about this, this is crazy. Can we please have evasion last 2 turns or something... or get some other damage reduction spell. it only makes u immune to CLOSE COMBAT. so easy to outplay or even ignore, sometimes its a complete waste of ap.. idk what to do against sac who just charge me every turn im not invis and hit me for 1.5k.. while i tickle them for 150 damage... i'm supposed to survive 3 turns of tanking that stuff.. can u explain how? 
1 0
Score : 1159
Uhhh, bro... While I do agree srams are not too good right now.. there is absolutely no way a sac can beat a sram (full agi sram at least). It was already hard for sac to beat sram before, but now we have the new contempt which u can cast on yourself... basically just land a good Toxines, then keep procing it from distance with traps, the turn u become visible is the turn u wanna send your double toward the sac, and you should be as far as possible from the sac. whenever the sac gets close, u either swap him, or swap yourself with your double... It's easier to do it than to explain it. Also make sure the sac has no summons/cawwot when you're visible. The only class I STRUGGLE against is cra... It was already hard to beat cra with 3 turn invis... but now they dont even need to guess where we are.. they just buff their spells, and on turn 3 all their spells are ready to deal full damage when we become visible. Oh did you manage to get close? -100 mp , bye. Oh did you hide behind a wall? Absolute focus removes LoS hahaha... 0 counter play basically rolleyes. Also, Agi sram is probably the best way to go right now tbh... network (trap) sram is so weak now cuz of the -1 turn on invis... it's my favorite play style but I am forced to go full agi because all other builds are so bad sad
2 0
Score : 674
The Sram class doesn't feel as unique as it did before their skills got changed. If you ask me Srams "identity" is their traps and invisibility. Previously they could be invisible for longer and the trap build were more viable and easier to trigger, at least in pve. Right now I don't feel like the traps have enought impact in both pvp and pve because there is no guarantee that the traps will trigger so spending a lot of ap on traps compared to their effects doesn't feel worth it. As a STR Sram in pve I most of the time spend my whole turn to trigger a few traps that deal 3k dmg on a single target while we have classes like Fogger who has a long range wrath every turn that doesn't require a lot of setup. The potential damage is there but they fall behind compared to other classes. I love melovalent trap right now but I wish that some traps would still have an area to trigger rather than a single cell because enemies will most likely not walk into them so you have to push them there and spend more ap doing so. One more suggestion would be that you could throw traps at enemies and trigger them instantly, as long as you have line of sight of them.
0 0
Score : 1159
This Sram class thread is so dead lol. I was just checking after recently coming back to the game... It seems no one is talking about Sram these days.

Well, allow me to start then. Did really no one talk about the Sram spell "Break-in"??? This spell is so useless to Srams it hurts my eyes every time I see it...

Also, why does the spell "Invisibility" have global cool down? What if two or more Srams enjoy playing together?? It would mean only one Sram in a group can be invisible at a time... This is a joke.
1 0
Score : 751
Thats why one has cloaking and other has invis now
0 0
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