New USELESS sram |
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New USELESS sram |
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15 Sep 2009, 21:39
| #1
New USELESS sram
Ok...i tried the new version of "sram's invisibility".....this is the WORST NERF in dofus history!!!
Now the sram is really DESTROYED especially AGI SRAM!!! After the reduction of invisibility time and the "moon hammer nerf" this is the last BLOW!!! At this point is better to remove srams from the list of the characters ....if their main ability will be so useless... I hope someone will do something |
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16 Sep 2009, 00:25
| #2
Learn to cast spells before using all your MP, I however think that making the sram detectable from using spells within a proximity to another character would be better say 5 squares around a character = detection
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16 Sep 2009, 00:38
| #3
Oh my goodness! You have to move and cast spells in a different order now, and Invisibility doesn't last a ridiculous amount of turns anymore! And enemy monsters will attempt to actually find you now instead of doing something illogical! This is an outrage!
Seriously though, you'll easily adapt to the minor change. This isn't the least bit threatening to your character like you portray it, you'll get perfectly used to it after a week or two. This post has been edited by InuzukaKiba: 16 Sep 2009, 00:39 |
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16 Sep 2009, 01:32
| #4
Isnt this "Srams are now useless!!!" the same thing they were crying about when 1.27 was announced?
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Arachnophobe![]() |
16 Sep 2009, 08:26
| #5
I don't understand how the new invisibility system works. I was told that at the end of your turn your position is revealed to the enemy and allies. I read the 1.29 post and it sounds like that is happening. I tried it out on test and I didn't notice anything. Is it that only everyone else gets the square pointed out at the end of my turn?
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16 Sep 2009, 08:48
| #6
As far as I understand it, your position gets revealed when you cast a spell, but you go invisible again afterwards, but I could be wrong as I havnt tested it myself. Gives your opponent a general idea of where you are, but if you play smart you will cast spells before moving so he wont know your exact location.
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Arachnophobe![]() |
16 Sep 2009, 09:14
| #7
I recruited a guildie to come help test it out. The game points out my position on the square that I last casted a spell on. The nerf isn't so bad for me as I don't rely on traps anyway.
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16 Sep 2009, 09:50
| #8
No one who have wrote in this 3ad has an agi sram....obviously!!
The main force of an agi sram is to arrive close to the target quickly and stealth....and hit in close combat! Now during this period you can't cast anything if u don't want to reveal your strategy....not iportant if u cast spell before u move. Anyone now can anticipate your move. Now Xelor, sadi, osa, cra and anyone who have a AoE spell can hit u when you are invis....or can escape in the right way! Against SAC now u cant play in the ONLY way to try to win.....how can you cast, for exemple, "Insidious poison" at the begin of the turn if this spell have a linear limitation? All your effort will be usless.... This stupid NERF affect fewer the STR SRAM (imho)....this kind of sram can fight at long range and use a massive trap strategy. No one is here to CRY.....but i don't understand why ankama do this....if u don't want a character based on invisibility simply REMOVE totally this skill and replace the char!!! This post has been edited by AntiLight: 16 Sep 2009, 09:56 |
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Arachnophobe![]() |
16 Sep 2009, 10:15
| #9
My main is an Agi Sram and I don't know about you, but my range is far superior to that of a STR build Sram. I do agree that this change is really unnecessary due to the fact that, invisibility is a Sram's only advantage over the other classes. It was also nerfed down to 3 turns which meant that you needed to know what the hell you were gonna do in 3 turns or it's a waste of stealth. 6 turns was definitely over powered so I had no problem with that nerf. 6 turns of invisibility equated to 12 free hits with Mass Trap back then.
What I don't like about this nerf is not the location give away when casting a spell. It's the "I'm in this general area" give away. My guildie's Clock was also getting locations as to where I was. Just about every class has one or more direct damage AoE spells. Fighting a Sadida, for instance, will be futile as they can AoE MP rape every turn. The 3 turn active stealth was a nerf enough. Giving our location away just isn't necessary because of the new active time. 3 turn stealth isn't a huge advantage, but it is the only one we have. While invisible for those 3 turns you're either trying to get next to or running from an opponent. When other classes can AoE multiple times every turn or have can reduce and reflect damage for longer than invisibility lasts just makes this invisibility nerf unneeded. |
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16 Sep 2009, 10:32
| #10
Well with the spell now giving away your position when you cast something, couldnt the old duration be given back?
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16 Sep 2009, 11:07
| #11
Tbh i'm happy they have done this as they needed a bloody good nerfing
well good luck. |
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Arachnophobe![]() |
16 Sep 2009, 17:16
| #12
Well with the spell now giving away your position when you cast something, couldnt the old duration be given back? They would never bring it back up to 6 turn duration. Even with the location give away it would still be a bit OP for Str builds. Against an Agi build Sram people would still cry about invisibility. Tbh i'm happy they have done this as they needed a bloody good nerfing well good luck. Actually Srams got a "bloody good nerfing" already. They didn't need this nerf. Invisibility went down to 3 from 6. Mass Trap was nerfed to 1 cast per turn and Str Builds were forced to level Tricky Trap to compensate. Anyone who says they need a hard nerf now is either a low level character or they absolutely suck at PvP. Srams are hardly "OP compared to most classes" since their last round of nerfing. They were actually balanced QUITE WELL. |
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Moopet Master![]() ![]() |
16 Sep 2009, 18:27
| #13
If they want to nerf invis again, they should give something back to compensate. I think they are pretty balanced as they are now. Maybe give a double swap spell, or allow us to control the double?
This post has been edited by shirkaanan: 16 Sep 2009, 18:37 |
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16 Sep 2009, 19:48
| #14
I still think it should be like this:
If Sram position = 5 squares from opposing player then position is revealed. That allows srams who are far away to freely move around stealth style. Srams will have to stay mindful of positioning when casting spells. If they are within range they will either have to cast spells out of range or move after casting spells. This post has been edited by Alyss-Sin: 16 Sep 2009, 19:51 |
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16 Sep 2009, 19:55
| #15
hahahaha
this is much better for srams in my opinion.. Being able to trick people into using high ap attacks because they think your in the place the game pointed? Just cast your spells in 1 spot.. and move, if you do it fast you could trick your enemy (if they don't count your mp) |
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17 Sep 2009, 01:40
| #16
lol I have 2 srams the one that is lvl 100 in farming/baking/alchemy I gave spell points back after 1.27 the other one haven't bothered I'm waiting for Lichen to finish his Nerf madness to decide what is worth putting points in.
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17 Sep 2009, 03:26
| #17
is this coming in 1.29
----------------EDIT---------------------- Mumion, how could you critize the fact I use Invisiblity and it will effect me. I usualy use invisiblity, set my traps, and then when running out flee behind a rock or sumthing, to stop spells like attraction. This post has been edited by simomate: 26 Sep 2009, 13:15 |
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17 Sep 2009, 04:12
| #18
Just attack first, and then move. It was kind of stupid how the sram could always attack you while their was a very high chance of you missing every single attack for 3 turns. Honestly you're lucky you werent a feca.
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Arachnophobe![]() |
17 Sep 2009, 08:40
| #19
The same could be said for Xelor's damage reduction and damage reflect. Both of which last 2-3 turns LONGER than invisibility. 3 Turns of invisibility isn't a lot to begin with, nor is it over powered in the least.
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18 Sep 2009, 08:47
| #20
well thats a great NEWS... i dont need perception anymore my perception is lvl 6 is now it would be lvl 1,,,,,,,,,,,,,,,,,,,,,,,, By the way hope xelor will nerf also cuz in 180+ they rape my cousin sac to 0ap lol thats not fair,,,,,,,,,,,,,,,Well i think eca is a good character and fair character they didnt change anything cuz its fair fight^^
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18 Sep 2009, 08:49
| #21
lol I have 2 srams the one that is lvl 100 in farming/baking/alchemy I gave spell points back after 1.27 the other one haven't bothered I'm waiting for Lichen to finish his Nerf madness to decide what is worth putting points in. well is fair lol only eca can figth sram easy cuz of perception how about the other character????? cuz u only think for only u character think about other character also 3turns is a big lose to other u know?? -Geromer |
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Tofu Stroker![]() |
18 Sep 2009, 12:15
| #22
is this coming in 1.29 Do you understand what are you saying? I think not. What lv are you to say such stupidity? I think below 6x and have no idea about pvp and sram spells. All sram traps castable each turn, except useless tricky trap, are LINEAR, ignorant. Insidious poison is linear, also. Do you UNDERSTAND implications? I doubt it, moran. On the other way I played 1.29 and i found new AI of monsters during srams invis. funny. Why, to hell, ancama did'nt make this 3 years ago? Beside of that, I'm hybrid sram on 196 lv, and honestly - new invis won't change anything in my way of playing. However it is powering up all classes against sram. I think ancama should give some compensation like rollback mass trap to previous version of it. Enhanced Tricky Trap (so called lethal trap) ain't compensation of nerfing mass trap. 6 AP cost (4+2 to fear) with no CH makes it a little pathetic in comparisation to Lethal Attack. Also tricky trap - even at 2 AP cost is no compensation for one mass trap per turn only. Thats why, however my gear is trap oriented, I don't waste spell points on that and I use tricky trap very, very rarely. Last 3 changes from ancama forced me to change my build onto weapon attacks (completing new stuff will take a while, so still traps oriented gear). Why? Because it is easy to nerf spell for specific class making it a weaker one, but if our common enemy - ancama - will nerf weapon it will affect all class. Remember skill nerf? So proportions will be maintained. This post has been edited by Mumion: 18 Sep 2009, 12:17 |
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Arachnophobe![]() |
19 Sep 2009, 17:46
| #23
Do you understand what are you saying? I think not. What lv are you to say such stupidity? I think below 6x and have no idea about pvp and sram spells. All sram traps castable each turn, except useless tricky trap, are LINEAR, ignorant. Insidious poison is linear, also. Do you UNDERSTAND implications? I doubt it, moran. Oh the irony. |
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19 Sep 2009, 23:46
| #24
THEY should nerf strstorm and not invisible ! D:
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20 Sep 2009, 03:02
| #25
SS is not OP ffs, it's obvious that no one who complains about SS has a high level character. And no I'm not an intel iop.
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20 Sep 2009, 07:18
| #26
SS is not OP ffs, it's obvious that no one who complains about SS has a high level character. And no I'm not an intel iop. Consistent 500ish damage for a 3ap attack at level 150-160+ isn't overpowered? SS is overpowered, yes, but Int Iops are still beatable. But the battle, IMO, is skewed towards the Iop. Agi Iop vs. Int Iop is so fun though =D |
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Gobball Breeder![]() |
20 Sep 2009, 19:20
| #27
I have a Hybrid Sram with major in Agi, among a few other characters. This nerf may or may not annoy me even though I don't PvP. However, I also think it is somewhat unnecessary for PvP. It is meant to help retards discover a Sram, or at least hit them without knowing exact locations. The few times I have fought against Srams or watched fights, I always had a pretty good idea where they were. All one needs to do is monitor their MP and how or how far it is used. With a bit of a strategic mind, you can easily make out where they hide. In that sense, the new nerf to Sram just helps to allow every monkey and their grandma to get an idea where the Sram is without putting any effort in whatsoever. Very sad but who'd expect anything else from Ankama? The vast majority of their changes is only half thought-through. It is a company of 'quick fixes' without comprehension for the bigger picture. This is why there are constantly nerfs ... fixing screw-up with another screw-up again and again.
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20 Sep 2009, 21:51
| #28
It is meant to help retards discover a Sram, or at least hit them without knowing exact locations. The few times I have fought against Srams or watched fights, I always had a pretty good idea where they were. All one needs to do is monitor their MP and how or how far it is used. With a bit of a strategic mind, you can easily make out where they hide. In that sense, the new nerf to Sram just helps to allow every monkey and their grandma to get an idea where the Sram is without putting any effort in whatsoever. Very sad but who'd expect anything else from Ankama? The vast majority of their changes is only half thought-through. It is a company of 'quick fixes' without comprehension for the bigger picture. This is why there are constantly nerfs ... fixing screw-up with another screw-up again and again. Yeah!!! This is the sense of my complain!!! GREAT post!!!! This is a very stupid nerf!!! I hope they think back.... At least i colse my wings and return to play only in pvm......bye |
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21 Sep 2009, 02:35
| #29
Bye. But honestly, this won't kill my Sram much at all. Well, unless I ate some huge-damaging attacks in the first turn. But anyway, I sincerely doubt those 'retards' will be able to find me, especially since I always maintain 4mp minimum to run after casting IP. It's essentially a small nerf, that's all.
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23 Sep 2009, 02:33
| #30
I disagree that "nerfing Invisibility" will do a big harm to a Sram. On the contrary cause in pvm it actualy works (rite now monsters know where invis player is all the time)
LEts say you're walking down the street and you don't know that there's a ninja somewhere near. Then he makes a lil sound (like hm... he throw smth at you and missed). You heard it and you know he might be somewhere on that roof behind you on the left. In other word: Sram is more reliably now. |
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23 Sep 2009, 09:31
| #31
The same could be said for Xelor's damage reduction and damage reflect. Both of which last 2-3 turns LONGER than invisibility. 3 Turns of invisibility isn't a lot to begin with, nor is it over powered in the least. Counter: 3 turn duration, 3 cooldown B. Protection: 3 turn duration, 3 cooldown They do NOT last 2-3 turns longer than Invis, get your facts right. Also to everyone who is whining about the new Sram nerf, it was about damn time they made it possible for players to find out where the Sram is. Having 3 turns of being pretty much invincible and then three turns of being out of range or having locked the opponent against double was so much fun for the opponent yay Now at least you can try to hit them without AoE attacks too. Not that it would matter that much since smart Srams will have ~6+ MP and good luck finding someone who is invis and not running in a straight line. My guess is that you guys just got used to the "simply run to the enemy, trap him down and then dagger him dead" idea without really using the full potential of the tactical possibilities of Srams. This is why you dont want this nerf to happen, because you cant PvP anymore in easy mode, now you actually have to think to win fights. Welcome to reality. This post has been edited by karyuudan: 23 Sep 2009, 09:33 |
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Moopet Master![]() ![]() |
23 Sep 2009, 15:59
| #32
Counter: 3 turn duration, 3 cooldown B. Protection: 3 turn duration, 3 cooldown They do NOT last 2-3 turns longer than Invis, get your facts right. Also to everyone who is whining about the new Sram nerf, it was about damn time they made it possible for players to find out where the Sram is. Having 3 turns of being pretty much invincible and then three turns of being out of range or having locked the opponent against double was so much fun for the opponent yay Now at least you can try to hit them without AoE attacks too. Not that it would matter that much since smart Srams will have ~6+ MP and good luck finding someone who is invis and not running in a straight line. My guess is that you guys just got used to the "simply run to the enemy, trap him down and then dagger him dead" idea without really using the full potential of the tactical possibilities of Srams. This is why you dont want this nerf to happen, because you cant PvP anymore in easy mode, now you actually have to think to win fights. Welcome to reality. My issue with this is that Ankama hasn't mentioned about giving srams anything back in return to the class. Also, I would suggest hiding the remaining mp info from players when a sram is invisible, this way they get some information about where they are at, but not too much. This post has been edited by shirkaanan: 23 Sep 2009, 17:48 |
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23 Sep 2009, 21:11
| #33
My guess is that you guys just got used to the "simply run to the enemy, trap him down and then dagger him dead" idea without really using the full potential of the tactical possibilities of Srams. This is why you dont want this nerf to happen, because you cant PvP anymore in easy mode, now you actually have to think to win fights. Welcome to reality. "Simply run to the enemy,trap him down and then dagger him dead"?!?!?!?!?!? What else has to do a AGI SRAM in this period of crazy nerfing???? 1)We CAN'T hit free at MID RANGE....the only spell we have is "CON" and is linear/short range!!! "Moon hammer" was NERFED without prior notice...during a anonymous Tuesday update!!! wonderful!! 2) When invis we can only spam a single shot of "mass trap" (earth damage and LINEAR 3) The only air spell we can cast remaining invis is "insidiorus poison" who is LINEAR!!!! For these reason this STUPID NERF hit more AGI SRAM then EARTH SRAM....in few month AGI SRAM was DESTROYED...completly!!! Stop talking about:"the full potential of the tactical possibilities of Srams". The only tactic we can adopt will be to STOP CASTING ANY SPELL DURING INVIS!!!! If u have to cast something u have to do it at the beginning of the first turn.....after this....silence!!! Even if u try to cast "PARALIZING TRAP" u risk to ruin all your approaching strategy..... Thanks ankama, all your previous sram's nerf were clearly not sufficient for the other "retarded player".....bye bye PVP.....i can start to rise a IOP FIRE....this is the real good tactic |
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24 Sep 2009, 09:15
| #34
Destroyed? Agi Sram is like one of the strongest PvP classes if played correctly.
1) Insidious: Yes its linear and yes, its non-los which you "forgot" to mention and yes it also doesnt break invis, deals like ~100dmg and can be stacked and and and. 2) Repelling Trap: This spell is pure gold for keeping your opponent in place or just pushing them into traps 3) Double: You wonderfully also forgot to mention your double, which is likely to have very high agility, always is summoned with your max. HP and locks the opponent whenever it feels like it. If you think that Srams are only about dmg then play an Iop because they fit your bill of hack&slash better than Srams. This post has been edited by karyuudan: 24 Sep 2009, 09:16 |
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24 Sep 2009, 09:24
| #35
It's still non-LoS? Good.
You also forgot to mention that it's range is adjustable, thus you can bring it up to about 7 range without much effort. Same with Con. Yay for Con =) Now, if they'd just get rid of the 2 cast limit... xP Go for new StrengthStorm. |
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24 Sep 2009, 10:12
| #36
Destroyed? Agi Sram is like one of the strongest PvP classes if played correctly. Yes DESTROYED....and it was one of the strongest pvp classes BEFORE the infinite nerf!!! 1) Insidious: Yes its linear and yes, its non-los which you "forgot" to mention and yes it also doesnt break invis, deals like ~100dmg and can be stacked and and and. I "forgot" to mention the non-los because it isn't relevant....many people (who don't have a sram) say about this "1.29 bad nerf":"..will be sufficient to cast all spells before to move"!!! WRONG!!!! But if the most of my spell are LINEAR i can't cast it without move myself in LINE with target!! Most of the time i'll be able to cast "insidious potion" at the end of my movement point......this mean to say:"i'm here...hit me or escape in the right direction". "Insidious potion" will be indirectly nerfed too!!!! 2) Repelling Trap: This spell is pure gold for keeping your opponent in place or just pushing them into traps 3) Double: You wonderfully also forgot to mention your double, which is likely to have very high agility, always is summoned with your max. HP and locks the opponent whenever it feels like it. Double is USELESS against most of the classes.....xelor-iop-eca-panda-sac can escape from double without any problem or use it as personal advantage.....against osa double can tank some summon or player for at least 2 turn (whip). Double agi is very useful in PVM or against few calss in PVP (eni, cra, enu) but only if u are able to insert the double between the target and a map's object or the end of the map! This isn't EASY to do...and, after 1.29, it will be almost impossible if u cast some spell during approaching! Repelling trap.....is a good spell.....but the not relevant in this case. If you think that Srams are only about dmg then play an Iop because they fit your bill of hack&slash better than Srams. I don't think srams are only "damage"....infact this STUPID and USELESS NERF break all other strategic features of agi srams.....this is SAD BUT TRUE!!! This post has been edited by AntiLight: 24 Sep 2009, 10:18 |
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24 Sep 2009, 11:07
| #37
How is Repelling Trap irrelevant? It's a trap you can cast while remaining invisible. And how is IP being non-LoS irrelevant? PvPing on a map with obstacles, it's non-LoS requirement is a godsend, especially since with +range, which can extend it to quite a large amount.
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24 Sep 2009, 12:18
| #38
I "forgot" to mention the non-los because it isn't relevant....many people (who don't have a sram) say about this "1.29 bad nerf":"..will be sufficient to cast all spells before to move"!!! WRONG!!!! But if the most of my spell are LINEAR i can't cast it without move myself in LINE with target!! Most of the time i'll be able to cast "insidious potion" at the end of my movement point......this mean to say:"i'm here...hit me or escape in the right direction". "Insidious potion" will be indirectly nerfed too!!!! Then you should play more strategical. If you always end up being far away from your opponent and only linear with your last MP then you are doing something wrong. Also a non-los spell dealing ~100dmg/2 turns, being stackable without LoS and 1-4 base range? This is hardly irrelevant. Double is USELESS against most of the classes.....xelor-iop-eca-panda-sac can escape from double without any problem or use it as personal advantage.....against osa double can tank some summon or player for at least 2 turn (whip). Double agi is very useful in PVM or against few calss in PVP (eni, cra, enu) but only if u are able to insert the double between the target and a map's object or the end of the map! This isn't EASY to do...and, after 1.29, it will be almost impossible if u cast some spell during approaching! Repelling trap.....is a good spell.....but the not relevant in this case. Double is extremely useful against any class. You can fear your opponent to the exact location you want and then push the double as well. And even if they have a jump spell they still need to waste AP to get to you, meaning less hits or spells used against you. Its also possible to dodge lock in the middle of the map with cawwot+double. Repelling trap is of course relevant but it wont be useful to someone who plays very simple like you. I don't think srams are only "damage"....infact this STUPID and USELESS NERF break all other strategic features of agi srams.....this is SAD BUT TRUE!!! No, you just suck. This post has been edited by karyuudan: 24 Sep 2009, 12:23 |
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24 Sep 2009, 14:09
| #39
Then you should play more strategical. If you always end up being far away from your opponent and only linear with your last MP then you are doing something wrong. Also a non-los spell dealing ~100dmg/2 turns, being stackable without LoS and 1-4 base range? This is hardly irrelevant. Bullshit...u talk in this way because u don't have a agi sram!!! I think u are happy for this nerf for some frustration encountered during pvp fight against agi sram! Double is extremely useful against any class. You can fear your opponent to the exact location you want and then push the double as well. And even if they have a jump spell they still need to waste AP to get to you, meaning less hits or spells used against you. Its also possible to dodge lock in the middle of the map with cawwot+double. LOL.....Double+Cawwot.....this is the great strategic vision of the game u have? This old/stupid strategy work just if u have a sram UNDER level 80......stop!!! And...oh my GOD...really i can push the double using "fear"??? Incredible...this is a great news!! Now i change all my strategy immediately! After these amazing revelation i can say ankama is doing a very good job nerfing invis again!!! Sorry to all!! Hey, what are we taking about here? lol Repelling trap is of course relevant but it wont be useful to someone who plays very simple like you. No, you just suck. Are u retarded or are u joking??? I've agi sram near 170....i've repelling trap at level 6 an i use it....but this particular isn't relevant in this topic...furthermore this spell will be indirectly nerfed....when i cast it during invis it wil reveal my position and this is a STUPID thing because ankama can't continue to nerf INVISIBILITY when this feature is the PRIMARY FEATURE of this character!!! At this point remove completly invisibility and leave alone the buff of 2MP....and btw change the name at the class... bye This post has been edited by AntiLight: 24 Sep 2009, 16:43 |
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25 Sep 2009, 11:46
| #40
It's funny how you don't seem to be able to come up with a better response to Karyuudan's
QUOTE Then you should play more strategical. If you always end up being far away from your opponent and only linear with your last MP then you are doing something wrong. Also a non-los spell dealing ~100dmg/2 turns, being stackable without LoS and 1-4 base range? This is hardly irrelevant. besides QUOTE Bullshit...u talk in this way because u don't have a agi sram!!! I think u are happy for this nerf for some frustration encountered during pvp fight against agi sram! Sounds like some serious nerd rage going on here. Continuing on. You do not give any evidence to support your claim that QUOTE LOL.....Double+Cawwot.....this is the great strategic vision of the game u have? This old/stupid strategy work just if u have a sram UNDER level 80......stop!!! Furthermore, his bit was a solution to your complaint that QUOTE Double agi is very useful in PVM or against few calss in PVP (eni, cra, enu) but only if u are able to insert the double between the target and a map's object or the end of the map! This isn't EASY to do... Your sarcasm in this context is rather confusing, but I shall put it down to you having difficulties in comprehending basic English. Now. While I find this nerf acceptable enough, I believe that it would be nice if they implemented what someone earlier in this thread suggested. QUOTE My issue with this is that Ankama hasn't mentioned about giving srams anything back in return to the class. Also, I would suggest hiding the remaining mp info from players when a sram is invisible, this way they get some information about where they are at, but not too much.
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25 Sep 2009, 23:06
| #41
It's funny how you don't seem to be able to come up with a better response to Karyuudan's I think u have FEW ideas and CONFUSED!!! don't worry about my comprehension of english... Karyuudan speaks and dispenses strategic suggestion about agi sram's without knowing nothing about it.....he talked about "double+cawwot" and only this suggestion was rather ridicolous within reality of "high level pvp"...this strategy became pretty useless even before reach level 100 From now if he want continue to affirm that this nerf was a good idea because sram are "one of the strongest pvp class" with "insidious poison los" + "double+cawwot" + "repelling trap" etc etc and i'm here to complain only for my BAD STRATEGY....he can talk alone! No problem...and you, Capwi, you can continue to assist him as advocate While I find this nerf acceptable enough, I believe that it would be nice if they implemented what someone earlier in this thread suggested. Ankama team need suggestion??? Do you think ankama team read the forum and consider our suggestion?? Yes? Ok...this is my suggestion for the ANKAMA TEAM: FIRST SUGGESTION: Remove this stupid nerf!!! SECOND SUGGESTION: If you can't remove this nerf for a good reason...for exemple if the retarded son of the boss have some frustration during pvp fight against sram....continue with your "nerfing crusade" but implement this small change: implements the INVIS SPELL with a CRIT feature (1/30) ----> if u crit during this turn of invisibility (3 turns) this STUPID ARROW disappear and u can cast every spell normally! What do u think about this suggestion? Ok....a sarcastic goodnite to all This post has been edited by AntiLight: 26 Sep 2009, 09:35 |
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26 Sep 2009, 13:10
| #42
Do you understand what are you saying? I think not. What lv are you to say such stupidity? I think below 6x and have no idea about pvp and sram spells. All sram traps castable each turn, except useless tricky trap, are LINEAR, ignorant. Insidious poison is linear, also. Do you UNDERSTAND implications? I doubt it, On the other way I played 1.29 and i found new AI of monsters during srams invis. funny. Why, to hell, ancama did'nt make this 3 years ago? Beside of that, I'm hybrid sram on 196 lv, and honestly - new invis won't change anything in my way of playing. However it is powering up all classes against sram. I think ancama should give some compensation like rollback mass trap to previous version of it. Enhanced Tricky Trap (so called lethal trap) ain't compensation of nerfing mass trap. 6 AP cost (4+2 to fear) with no CH makes it a little pathetic in comparisation to Lethal Attack. Also tricky trap - even at 2 AP cost is no compensation for one mass trap per turn only. Thats why, however my gear is trap oriented, I don't waste spell points on that and I use tricky trap very, very rarely. Last 3 changes from ancama forced me to change my build onto weapon attacks (completing new stuff will take a while, so still traps oriented gear). Why? Because it is easy to nerf spell for specific class making it a weaker one, but if our common enemy - ancama - will nerf weapon it will affect all class. Remember skill nerf? So proportions will be maintained. Are you an Idiot youself. I am level 46, I know about pvp and sram spells up to my level. Duhh are sram traps are castable, I just said I am a strength sram I use invisiblity as well(which I do) so it will effect me, you are a moran. your self, for turning one small statement, stating it would effect me as well, into that. |
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26 Sep 2009, 16:18
| #43
get a grip. the invis makes you less detectable in pvm now, and if your not stupid, this update wont effect your sram in any way.
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27 Sep 2009, 20:46
| #44
the invis makes you less detectable in pvm now, Ok....this can be good but we are talking about the last stupid pvp nerf! and if your not stupid, this update wont effect your sram in any way. Unfortunately I think you're wrong!! I repeat...now every retarded can destroy all your approaching strategy and use AoE spell to hit/rape everything without any mental effort!! Already now everyone who have a little of brain can detect where invis sram IS during a pvp fight! Now every idiot without brain can do the same easily. The primary features of this class will be RIDICULED!!! This is the FACT!! I've tried many pvp fight in test server and my defeat are increased of 50-60%...i think seriously to stop my pvp/hunt career when the update comes out...but i understand this is only a mine problem! Really thanks ankama for have destroyed agi sram.... See u at the next nerf |
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28 Sep 2009, 04:08
| #45
To be honest, srams needed the nerf. Invisibility was way too overpowered with Insidious Poison (imagine, 200+ damage per turn, traps, and ya can't see him!), and this actually tests the cunning of Srams: Would they stay invisible and hide until chance favors them, or will they uncover themselves at the cost of laying traps in the paths of their foes?
I support the nerf, being the noob that I am. Go on and flame me, but I've said my piece. |
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28 Sep 2009, 09:51
| #46
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Gobball Breeder![]() |
28 Sep 2009, 11:55
| #47
To be honest, srams needed the nerf. Invisibility was way too overpowered with Insidious Poison (imagine, 200+ damage per turn, traps, and ya can't see him!), and this actually tests the cunning of Srams: Would they stay invisible and hide until chance favors them, or will they uncover themselves at the cost of laying traps in the paths of their foes? I support the nerf, being the noob that I am. Go on and flame me, but I've said my piece. I think you are relatively spot on here. Yes, Srams were very powerful with invis and non-LoS Insidious Poison. However, the trouble that Agi Srams always faced was that there are no Air traps. Insidious Poison is the only spell they can use in invisibility mode. As a Str Sram you have a lot more options. Revealing position on spell cast will, however, affect all Srams simply because 90% of the spells are linear. In a fight where, e.g., a Xelor or Enu needed 3-5 AP trying to find out the position of a Sram with Slowdown/Clumsiness before, they will now need maybe 2 AP on average. That means in many cases the Sram does next to no damage while others can already hit hard. What I can see as a result of this nerf is that most Srams will go for extreme Trap sets to make sure their Traps do well in excess of 200 damage. With a Trap set, Agi Srams can also make use of Earth-damage traps while retaining high agility of the Double. It will, however, also mean that Srams will need even more diamonds. I don't PvP so it doesn't really affect me. However, I think instead of revealing position, Ankama should have changed Insidious Poison to LoS required but non-linear. This would result in Srams having to find LoS to cast it but aren't doomed. 4-5 MP are awfully little if you are revealed trying to cast a linear spell. That's for sure. |
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28 Sep 2009, 12:03
| #48
now they are nerfing srams, tomorrow they undo it. I think they just dont know what they are doing!
Every character has it own ability's, i am a strength sram, and i really need invisibility. after this update i will NEVER use PVP again. Watch this: A sram is a rogue, a rogue must be quick and fast. but dofus made it so that if no one can see you, you cant do anything or they will see you! IF YOU ASK ME. THIS ISN'T A ROGUE ANYMORE. I hope this nerf will be gone fast, cuz without this update strength srams still have a chance in pvp. I know there will be people complaining ''SRAMS CAN USE LETHAL ATTACK WHICH HITS CRITICAL HIT OVER 1000'' Dude, check the critical hit rate on it. it's 1/90 thats like 1.11% chance to make a crit. Thats like ...NEVER. Did you see fire iops? they hit 750 each turn WITHOUT critical hit. Did you see sac's ? you cant hit them unless you want them to get 10x stronger! Did you see Xelor? He rapes all your AP so fast you won't even see you lost it! Did you see eni's? Everytime you hit them, they just get full hp right away, meaning if they have 1500 HP and you hit 500 a turn, you have to be 3times stronger as the eni to beat it! Thanks for reading. Greetz to all of u This post has been edited by schaapievlees: 28 Sep 2009, 12:05 |
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28 Sep 2009, 13:16
| #49
To be honest, srams needed the nerf. Invisibility was way too overpowered with Insidious Poison (imagine, 200+ damage per turn, traps, and ya can't see him!), and this actually tests the cunning of Srams: Would they stay invisible and hide until chance favors them, or will they uncover themselves at the cost of laying traps in the paths of their foes? LOL this sounds more as a test then normal playing. which would make dofus boring. |
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28 Sep 2009, 15:12
| #50
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28 Sep 2009, 15:14
| #51
However, I think instead of revealing position, Ankama should have changed Insidious Poison to LoS required but non-linear. This would result in Srams having to find LoS to cast it but aren't doomed. 4-5 MP are awfully little if you are revealed trying to cast a linear spell. That's for sure. *noms* Totally. The base damage of Insidious would also be increased to compensate, which is a good thing too x) |
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28 Sep 2009, 15:35
| #52
*inserts post here* Well, if we tackle it by the RP style, please tell me how someone would not be able to sense the direction a spell is aimed at? For example, Insidious Poison or a trap. Of course you can see him summoning a trap, just like Osas summon Tofus or Gobs! You could also see where spells come from! Think of Insidious Poison as a fast-moving dart that hits you. Would you know where it came from? Sure! And really, Srams could take advantage of Invisibility even after the nerf. Invisibility can now be a saving spell ("OH NOES THEY COMING RUUN AWAY"), or a spell to position yourself good (for example, you could sneak in behind the defenses and murder their most vital team member). This actually gives Srams a chance to display their cunning, as I said earlier, and would make us see who really is fit to be one. QUOTE Did you see fire iops? they hit 750 each turn WITHOUT critical hit. Did you see sac's ? you cant hit them unless you want them to get 10x stronger! Did you see Xelor? He rapes all your AP so fast you won't even see you lost it! Did you see eni's? Everytime you hit them, they just get full hp right away, meaning if they have 1500 HP and you hit 500 a turn, you have to be 3times stronger as the eni to beat it! Iops: AP rape=done. Also, fecas. Also, Trap of Silence, Paralyzing Trap, Insidious Poison, Mistake. Bam. Sacs: Nerf made them not that strong in terms of elements, also, Enu's Unbewitch, and keeping him out of range. Xelor: Um. Wis sets? higher initiative=dead? Stim word! Invisibility for crying out loud! Traps? Enis: Oh, you could just outdamage them and AP rape so no WoR! There always is a solution to every irritant. The sram still is useful, only made a bit harder to make decisions and tactics with, which is the essence of the game! Good job, Ankama, for a step in the right direction. This post has been edited by Irrid: 28 Sep 2009, 15:38 |
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28 Sep 2009, 17:02
| #53
Xelor: Um. Wis sets? higher initiative=dead? Stim word! Invisibility for crying out loud! Traps? Wouldnt it be boring if you could only use traps as a sram? Wouldnt it be boring if you could only heal if you were a eni? Wouldnt it be boring if you could only ap rape as a xelor? Wouldnt it be boring if you could only attack as a iop? |
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28 Sep 2009, 17:55
| #54
There always is a solution to every irritant. The sram still is useful, only made a bit harder to make decisions and tactics with, which is the essence of the game! Good job, Ankama, for a step in the right direction. Ahahahahahahaha Rotfl....another frustrated that he hopes to win after this nerf....exilarant post, really!!! I see many people who have understand what's the problem of this nerf especially for agi sram....ankama team ad all the retarded/frustrated NO!! This is the life...the show must go on Ankama team will not read this post....and nothing will change...as usual! Bye This post has been edited by AntiLight: 28 Sep 2009, 22:56 |
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28 Sep 2009, 22:09
| #55
Ahahahahahahaha Rotfl....another frustrated that he hopes to win after this nerf....exilarant post, really!!! I see many who people have understand what's the problem of this nerf especially for agi sram....ankama team ad all the retarded/frustrated NO!! This is the life...the show must go on Ankama team will not read this post....and nothing will change...as usual! Bye the only one who looks frustrated here is you |
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28 Sep 2009, 22:15
| #56
the only one who looks frustrated here is you bla bla bla bla I'm certainly frustrated for this stupid nerf, i admit it because , for this reason, i'll stop to play in pvp and this is very sad for me. But if I'm "frustrated", you're probably "retarded"!!! I say "probably" take it easy Bye This post has been edited by AntiLight: 28 Sep 2009, 23:03 |
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28 Sep 2009, 23:05
| #57
*THROWS A PARTY*
*DANCES LIKE A MAD MONKEY* I personally loved this update lol.. best nerf for sram Peace out! This post has been edited by dimwith: 28 Sep 2009, 23:09 |
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28 Sep 2009, 23:38
| #58
I can live with this update Anti has over reacted. BUT Bring back mass trap now please lol!! it won't be so OP now with the new invis system and would mean that trap srams can be a possible build for the class again.
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28 Sep 2009, 23:52
| #59
I can live with this update Anti has over reacted. Is clear you don't have an AGI sram.... BUT Bring back mass trap now please lol!! it won't be so OP now with the new invis system and would mean that trap srams can be a possible build for the class again. They don't return ANYTHING!!! Don't worry!!! Like agi sram my request is: Bring back my"old Moon Hammer", please!! Nothing? ok...Bye...rest in peace This post has been edited by AntiLight: 28 Sep 2009, 23:53 |
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29 Sep 2009, 02:41
| #60
Is clear you don't have an AGI sram.... They don't return ANYTHING!!! Don't worry!!! Like agi sram my request is: Bring back my"old Moon Hammer", please!! Nothing? ok...Bye...rest in peace i never post here...but... its clear ure over reacted, but in the other way it forces u to think more, and the dumb one´s we´re fighting, less. personally i could live with or without any modification made to sram´s in my 3-4 years in dofus , hm....let´s say why at mistaken x magic era no one had even complained about sram´s? maybe bcuz sadida/sram/xelor/iop/sacrier´s and even eca´s where balanced in some way? sorry im really dont know bout other class cuz dont even bothered to play them. maybe only pandas needed really huge buff, but then i used to kill with easy mistaken using my friend´s 1/2 intel cra and who don´t even remember kerodan´s enu bashing out the shit with recent lanced cake shovel, so even cra´s and enu´s was viable. all i can say to u is, stop crying and try to adapt ure play style, ankama never gonna stop nerfing/buffing classes so why to care bout this? theres so many cool games out there that are actually finished and have nothing to update, try play these games, if it make u happy. or u can try and evolve, hoping some day ankama finally stop those nonsense updates (this was direct one to sac buff´s at 1.27 or 1.26 if im not mistake, almost quit playing my 19x sram cuz of this, but then i have many other char´s to play with P.S.: srry bout my bad russian english. This post has been edited by dreamroxdomal: 29 Sep 2009, 02:45 |
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29 Sep 2009, 04:04
| #61
Since this update is coming, could amkama make my traps, more stronger? I keep losing my PVP fights, cuz my raps are doing no damage, (they used to be more powerful then they are now)
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29 Sep 2009, 07:52
| #62
I'm confident that if the changes are found to be too harsh, they will be fixed in the future updates.
I am also an Agility Sram, and I am also confident that this new change can be used to our advantage in some cases. You'll have to learn to adapt to the new update. I'm sure it's not that bad. Sophidian ^^ |
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29 Sep 2009, 08:06
| #63
I understand this nerf and why they are doing it. And, in some ways, I think it makes a great deal of sense (especially in the area of pvm). HOWEVER, I have one distinct fear regarding its implications. Whenever I have heard complaints about srams in PVP (with exception to the lower levels), the majority of spite was directed at the use of lethal attack, not invisibility. The complaint is that the supposedly tactical sram is quite often used as a 1 trick pony. Inivis, run, double lethal until victory. Seeing strength srams win fights without ever setting a single trap is a bit ridiculous. This modification to invisibility makes it harder to use invisibility/traps tactically, and it is my fear that this will just create more 1 trick pony srams. I hope that I'm wrong, but I doubt it~
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30 Sep 2009, 03:32
| #64
no, ure not wrong. but this gonna apply only to low lvl pvp´s.
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30 Sep 2009, 10:59
| #65
Well they now have made the update, Im now wondering if its worth putting invisiblity up anymore
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Gobball Breeder![]() |
30 Sep 2009, 11:23
| #66
Well they now have made the update, Im now wondering if its worth putting invisiblity up anymore At least for PvM it is worth it. Monsters that used to hit you despite invisibility on will now struggle hitting you. If a monster runs into you, it won't automatically hit you but much more likely hit empty space. The negative repercussion of this is that monsters will cast their spells now, thus extending fights. I fought three Greedovores on Moon Island last night with my Sram (souling Greedo arch) and they kept biting in all directions even if they were like 6 or 7 fields away. This picture will look differently in PvP when you face more classes with AoE spells. Hence you will get hit. Having said all that, I never levelled Invis for the reason of vanishing. I levelled it for the extra 2 MP and that always has to be worth it. |
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30 Sep 2009, 16:06
| #67
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