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Patch 1.11: Upcoming Card Balancing

By [Dewit] - COMMUNITY MANAGER - April 26, 2018, 11:30:00
AnkaTracker

In the next Krosmaga patch, we've decided to modify several cards to bring them up to date. And we're letting you know in advance so you can start thinking about your future decks now!

As we do in every patch, we're continuing our efforts to improve the balance in Krosmaga and make every god attractive and interesting to play. For patch 1.11, which will be out in mid-May, we've decided to tackle certain Eniripsa, Sram, and Neutral Krosmic cards.

Because we know you like to know about changes in advance, we're sharing the planned modifications now! That should give you plenty of time to theorycraft your decks! And with no further delay, here goes!

(English text on these cards are a temporary translation and may be subject to changes before release.)
 

Asprogik Fousand


You've been clamoring for it, and it's time to nerf Asprogik Fousand! There's no denying that this is one of the major cards in Eniripsa decks, as it combines an effective summons and a devastating control effect. We had already corrected a few Eniripsa cards in patch 1.10, and now it's Asprogik's turn to go back to more reasonable power.

 

Sram


The god Sram has many tools available, but we rarely see players using trap cards. In order to bolster this archetype and improve Sram's effectiveness in general, we've modified several cards to make him more interesting. We will of course keep a very close eye on the tactics Sram develops based on these changes.
 

Krosmics


In addition to the class changes, we've also decided to dust off some of the Krosmic cards that seemed too weak compared to other cards. We hope to provide players with new alternatives for their limited Krosmic slots in their decks.
 


Don't hesitate to let us know what you think of these changes. You'll find these changes in the game with patch 1.11, which will be out in mid-May. Until then, have fun with Krosmaga!

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First Ankama intervention

A quick heads up: we have received your feedback and taken it into account. We will slightly tweak the cards between what we have presented here and what will appear in-game. 

We will keep you updated about these changes as soon as they're set in stone, probably in the patchnote. Thank you all for your participation! smile

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Reactions 25
Score : 1740
DING DONG, THE WITCH IS DEAD
WHICH WITCH!?
THE ASPROGIK WITCH


I'm overall glad about these changes, Lackbeard returning minions to hand again is great and Shadow getting a decent effect is also good, but still too costly, IMO, and people love to kill your first vigilante just so you won't benefit from their second effects.

As for Sram, Sufod having his effect changed to help with consistency while being obscenely cheap at the same time is great. The buffs on traps mechanic are also good to see.

And that's it. Keep up on the good work, hope to see more nice changes in the future.
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Score : 2099

Those traps are scary. I think leaving Explosive trap dmg at 2 would have been ok seeing how you made it all have one turn to play it.

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Score : 3194

Whoa! Its finally Srams turn huh? biggrin Im exited for this.

Asprogik F:
I think this nerf is very good, its harsh, but Asprogik herself was an incredibly harsh card that you almost always could get incredible value for.
Now her ability is still potentially very effective, and she can still trade with any minion with AT as high or higher than thier HP, but now she wont ALSO survive that process and be a continues threat on the board.
She takes a much more supportive, specialised role now which honestly is a welcome change.

Sram and Traps:
I have been exited about an upgrade to traps for a while now.
I am worried that all of these buffs combined might be too much though.
But I guess we will see.

I am especially concerned about the power of these:

  • Explosive trap: 3 damage to all enemy minions and 1 less AP for the opponent for only 4AP, seems like too much value. I would want to see it remain at 2 dmg.
  • Funeral Initiate: You get to draw a trap, reduce its cost by 3 AND activate Necro. The other Necro cards have been seeing quite a few nerfs, and rightly so. Necro is a good ability.
  • Treacherous Heroine: Again, its the high value, she is a krosmic though so its easier to accept, but she is in a Sram deck, which makes every card a repeating threat.
  • Sufod: I liked his old ability more, it was the very definition of Sram. If this is his new ability he should be more expensive so its not basically a free card draw.
  • It sometimes feels like the power of card draw abilities is being underestimated in this game.

Krosmics:
Now THAT is what I wanna see! Non-class specific cards that get some time in the sun smile
Especially the Vigilantes who have been long overdue for a slight buff. 
Im very happy about this, and I hope we will see more changes to the Vigilantes and other forgotten neutral cards (like the rats for example) ^u^
In the case of Prince Lackbeard, returning minions from your graveyard to your hand seem too strong an ability without an apropriate increase in AP cost. The only other neutral cards that let you return a card from your graveyard to your hand do so randomly, and at a high AP cost compared to thier stats. 
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Score : 598

Am i the only one who things that those traps are frigging RIDICULOUS???
(those texts are, what you are gonna change the traps into, correct?)

The Explosive one FORCES classes with low hp to WIPE THEIR FIELD CLEAN ... and that for ONLY FOUR AP from the Sram... and the only alternative is to have ALL your dofus suffer damage WITHOUT even a second turn to come up with a counter strategy.

And "oh, look" you can even make it so that enemy has to sacrifice HALF his ap to cripple himself OR loose 10 out of 25 Dofus hp, if you did not check, that is FORTY PERCENT. Either ditch one of those effects or increase her ap cost by at least 2.

The other 2 are acceptable, but that only-one-turn to decide if i stab myself, still makes them pretty evil...

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Score : 3194

You are not the only one who thinks that.
But I also thought that the Sadida Update would make him the new OP class, and that didn't happen.
So this time I am voicing my concerns, but I will try to withold judgement until I see it in action.

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Are these the only changes to the patch?
And the god osamodas and pandawa?

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You guys are missing the fact that you can use explosive trap on a emmpty field.
A Iop did this agaist me last time and it was frustrating to deal with your deck so easly countered.

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Score : 3194

Read the updated cards man, the opponent only has one turn to play the cards now.
So unless youre playing it while he has or will have no creatures on the board after the end of your turn, then his only choice is to activate it or let all his dofus take 1 damage.

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Score : 16

Asprogik nerf: fine
Trap rework: a little bit over the top
The Important stuff though: That Shadow Buff is really good, he was so useless unless u were playing some weird deck that could somehow use that card. The problem i see is that vigilantes overall are in an awkward spot because there are 9 krosmic vigilantes but u can only play 7 of them, which is kind of bad for a family so heavily designed to be a combo family. At the moment u can at least say "meh..shadow is garbage so i only have 8 and hmm maybe trank is a bit expensive so im at 7" but shadow is a bit better with that change and i would even want to add a fleeflee to have an additional card to activate the synergies (not speaking of any other krosmics that u might want to add just because they are so good). changing them to be common/uncommon/rare doesnt seem as a valid option to me with their current effects so I think vigilantes may need to have some special sort of card classification so that they dont fill up your krosmic limit

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Score : 1

Atleast they nerfed the traps

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Score : 531

With this update preview, devs demonstrated they haven't learned from past mistakes. You guys keep doing the same thing over and over, over nerf the most popular class and over buff one that doesn't gets too much play. It's fine to nerf and buff, but don't over do it.

I came back to the game after 1.10 thinking devs finally realized what they were doing wrong because those eni and feca changes seemed reasonable, and they totally were. They were SMALL nerfs that brought HUGE changes to the game. I definitely noticed eni and feca being much more balanced and also not being over played,  this season so far has been one of the best, fun wise, because of the diverse meta. I haven't encountered eni and feca as frequently as before, and when I did, I thought it was a fair match regardless whether I won or lost. 

Now, I'm not a huge eni fan and I rarely play her, but doing that to Asprogik is doing eni dirty. You have to keep into account the many changes that she has received the past months, another one? give eni a break. 2HP it's too drastic, it can be killed by anything, 3hp at least gives her the chance to stay on the field longer.

And regarding Sram. Reminds me when sacrier was over buffed to then a couple months later over nerf it. Devs are walking in circles. Let's go over traps. 4AP, 3dmg on the entire field, 1 turn to activate so no chance to counter it ( is there even a way to counter it properly regardless?) AND it cost the opponent 1AP. Yea .... not broken at all. Same with the other two traps; reduced AP cost, went from 3 to 1 turns to activate, and costs opponent 1AP PLUS the potential deadly combo with that krosmic card. Traps should go from 3 to 2 turns to activate and not cost any AP to the opponent because the effect is already good enough. Funereal Initiate shouldn't have the AP reducing effect, that adds even more to the tempo monster you guys are creating,  taking into consideration the rest of his cards.

 

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Score : 81

This. A million times. Thank you for this comment.

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Most of these look fine, but I'm very concerned about the trap buffs. I think having to use the the next turn is buff enough without having to add all the other benefits to it. Srams already have enough cards that turn the tide in battle imo.

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Score : 19

I'm a little excited for this to get out of hand immediately. Having a Treacherous "Heroine" and a three star Joris on the board will force the opponent to spent eight AP killing their own minions. That was just the first idea off the top of my head; our community will, of course, come up with much uglier abuses of one turn traps.

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Score : 144

sram look very OP with this cards

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Score : 2956

This sram change is almost EXACTLY what I had been asking for (though it went further than I was expecting), and only time will tell if I will regret those wishes, but for the moment it makes me pretty happy.
Also, holy crap prince lackbeard just got a lot stronger. That might be in range of "put this in all decks" territory.

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Score : 19

"Until then, have fun with Krosmaga!" because that's when the fun ends.

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Score : 81

Thank god for asprogik's nerf. It was LONG overdue, and there was no other 4 ap card that could compare to her hability. Eni still has very, very powerful resources and remains a very powerful god to play, even after these necessary nerfs. For sram, if this are the only changes coming for the next patch, you should reconsider. Sram has some powerful cards, a table cleaning combo, sellor-noob, super cheap charge, second shuffle.. the trap arquetipe needed a change, but don't forget to balance the other gameplay styles.

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Score : 1395

The traps seem a bit too strong now, but otherwise good changes, if you plan to do these rebalances regularly.

Also Shadow is nice, but would love to have the old effect on some other minion, it was an effect you had to build around and a nice combo counter.

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Score : 2103

you still haven't nerf feca,what's wrong with you.
nerf at least the new wave.i don't think that there is any card in the game more broken than the new wave.

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Score : 507

In my opinion these change are aweful.
This change to Asprogik is not reasonable at all, unless you take a bunch of people crying for even more Eni nerfs as a good reason.
The card is obviously strong but neither the card itself nor the class as a whole is as strong as people make it out to be.
Let's look at Eniripsa as a whole for a moment: This class got some very clear weaknesses: very few direct damage (Pain Flask and Incicision), no good stat buffs (only some +AR) and also no charges or MP buffs.
So I'd say Asprogik is one the the backbones of this class, something you can rely on. She gives the class the necessary power to fight and persist against the other classes. But even if she appears to be strong often times, she isn't even that strong, because Asprogik lacks flexibility: You can only play her reactively, then there are a lot of minions with 3 AT or less that aren't really good targets and if you want to play her directly against a minion then that minion shouldn't have less AT than HP. All this limits her use massively, so it only makes sense for her to make an even bigger impact if she finally finds a good target.
And finally, there are a lot of other class cards with a similar power level or let's say "level of annoyance" that we accept to be part of their classes: Every time a Xelor plays Desynch or Teleportation it's incredibly strong and annoying and you know they have up to 3 of them but that's Xelor's strength, his unfair trump cards, the backbone of the class, and we accept it and deal with it.
There are 2 even better examples for cards that are really close to Asprogik. Like her they're also minions, also cost 4 AP, are also kinda situational and incredibly annoying when played: Sellor Noob and Champion Skewerer. And yet we accept them and deal with them.
The only good reason to nerf Asprogik like this would be if you were to release a bunch of new cards that would get overshadowed by the existing power level of Asprogik and to freshen up the game you would feel the need to bring that down. But as you wrote in the recent Gamakna "the future of Krosmaga doesn't lie in new cards" (glad to hear that btw, who likes new cards anyways??) so until you change that... please leave Eniripsa be.

That's more text than I thought it would be, so I'm making it short for the other changes for now:
The trap changes are extremely pushed to the limit, I think you've overdone it already with the trap cards alone if only by a little bit; but the additional support cards Funereal Initiate and Treacherous Heroine are just absolutely pushing it over the top. The 3 AP cost reduction is beyond my mind, I'm pretty sure it should be a reduction of 1AP if anything at all. Actually I have no words, this is so completely overdone and out of the world, I have no words.

And finally: I think this game has a pretty big issue with the value of card draw right now. You should probably look over the cost and amount of draw the cards offer right now and these upcoming changes are definitely another step in the wrong direction, at least that's what I think. I might be completely wrong. On everything.

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Score : -12

This is my first comment in the last five years abaout a balance change, but you guys are earnd it. I started to play your game to show some support to you because the wakfu series. I play this game with eniripsa about a year now, and i used to and i still like this kind of decks. I must say, she had some very serius problem when i started the game, but i was like "you know about it (cause there are very good posts on your forum) and your working on it."
And now here is an other unfair and unreasonable change... ok i know how anoying could she is be, and that is fine that you keep her balanced... but your changes are just stupid. Is there no one on your gruop who plays whith eniripsa continuously?
The healing spells are almost completely useless on her own units. The other spell are just too expensive, and they are very situational to have more in a deck. The unites she has are lack AT and HP at the same time (the necro cards are fine but they too slow), and just the same they effects are situational or useless.
Of course i could go on whith this change again, but your donig these in the wrong way and i dont get it. Do you want me to play this game with YOUR prefered classes? Do you even want anyone to be able to play this game with eniripsa? She has no chance against most of the gods with her onw cards, and you just keep nerfing them, while the new cards are garbage and there is nothing in return (in any way).
Well that's my oppinion, as an "eniripsa player", and my farewell to the game. I had some good and funny times so thx for that. I'm just sorry for the money i spent.

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