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    • megan

      Update 5: Infinite Wisdom is here!   10/05/2017

        Hey everyone, We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more! With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that – they’re all dynamically applied to what you already have! Feel free to check out what we’ve changed in the list below, and as always – please leave us feedback about anything you find noteworthy. As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing. Check out our blog for the full changelist: http://blog.thebehemoth.com/2017/09/28/update-5-infinite-wisdom-is-here/
yuno44907

Game Could be Better

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I will not waste your  time
There must be tiny buffs and everything must have unique random points like pokemons so all Trolls will be %5 difference that randomly generated and difference will increase as they level up.

Not moving buff: if you dont move you will have buff, buff will miserably increase each turn.

Attacking to same guy buff: if your champion keeps fighting with same person, it will gain buff against that enemy. And buff will increase.

random movespeed: Each turn all movespeeds will randomly change. It can be 0 or its value. So you move less or not move; its luck.

More random damages: can be 0 damage..

Items will have random numbers.

Delete old items: a button will delete 1 week old and never used items.

Stab, Slash, Smash: there will be 3 melee elements and 3 type of armors for countering. Metal weak against stab, strong against slash. Naked weak smash, dodges easily from stab. Leather weak slash, strong smash.

Monsters must have more weakness and resistance; Giants, Hairtrolls feels OP and some units are joke, some stuff very lame. Game doesnt feel like rock paper thing

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The buff ideas you mentioned would force people to play one specific way and would take away a great deal of options.  

About the "random" stuff, good strategy games put a limit on randomness.  Anything random that is currently in the game can actually be controlled to a degree (ex: putting archers closer to enemies will make them miss less often).  Adding more randomness would be bad, especially with movement due to how important it is in this game.

As for the weakness-related stuff, there's already quite a bit of counter-play available.  Not every counter need to be based on an element or attack type.

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On 1/18/2017 at 1:06 PM, yuno44907 said:

I will not waste your  time
There must be tiny buffs and everything must have unique random points like pokemons so all Trolls will be %5 difference that randomly generated and difference will increase as they level up.

Not moving buff: if you dont move you will have buff, buff will miserably increase each turn.

Attacking to same guy buff: if your champion keeps fighting with same person, it will gain buff against that enemy. And buff will increase.

random movespeed: Each turn all movespeeds will randomly change. It can be 0 or its value. So you move less or not move; its luck.

More random damages: can be 0 damage..

Items will have random numbers.

Delete old items: a button will delete 1 week old and never used items.

Stab, Slash, Smash: there will be 3 melee elements and 3 type of armors for countering. Metal weak against stab, strong against slash. Naked weak smash, dodges easily from stab. Leather weak slash, strong smash.

Monsters must have more weakness and resistance; Giants, Hairtrolls feels OP and some units are joke, some stuff very lame. Game doesnt feel like rock paper thing

 

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On 1/18/2017 at 1:06 PM, yuno44907 said:

There must be tiny buffs and everything must have unique random points like pokemons so all Trolls will be %5 difference that randomly generated and difference will increase as they level up.

Not moving buff: if you dont move you will have buff, buff will miserably increase each turn.

Attacking to same guy buff: if your champion keeps fighting with same person, it will gain buff against that enemy. And buff will increase.

random movespeed: Each turn all movespeeds will randomly change. It can be 0 or its value. So you move less or not move; its luck.

More random damages: can be 0 damage..

 

Stab, Slash, Smash: there will be 3 melee elements and 3 type of armors for countering. Metal weak against stab, strong against slash. Naked weak smash, dodges easily from stab. Leather weak slash, strong smash.

Most of these ideas are interesting for someone who already knows the mechanics of pit people.  Those stats could be made into a chaos mode, a mode where characters would have random stats. As for the armor types, I believe they explained in the starter tutorial that all enemies only aim for your head. That would be why they will probably never enforce armor types. they would then have to draw and animate all sorts of armor animations.

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On 1/18/2017 at 0:06 PM, yuno44907 said:

There must be tiny buffs and everything must have unique random points like pokemons so all Trolls will be %5 difference that randomly generated and difference will increase as they level up.

I handily disagree with this idea. The IV system in pokemon is one of the things I most despise about the series. It creates a system in which the vast majority of pokemon are throw away and forces players to spend a ridiculous amount of time hunting down that one that has perfect stats if they ever want to be effective in competitive play. It's a frustrating and annoying system. This would be even more annoying in a game like pit people where the characters have specific names. You could find a guy with a name you love but trash stats or a name you hate with great stats, but if you want to optimize your team you're forced to use the latter.

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