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

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