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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/
    • megan

      Pit People's Final Touches   11/21/2017

      It has been nearly a year since we launched Pit People on early access. This journey has been an incredible experience! We’ve built a better game thanks to all your feedback. So here’s a spicy little situation: We’ve decided that our next big drop will be the FULL version of the game! Yes, it shall be complete! You’ll be able to play through the story and find out what happens for everyone.  
        As we write this, we’re working on the last of the cinematics for the story campaign! This is the final push towards completing the game, alongside additional story quests and a new world map with bonus missions.
        Since there’s so much involved with these last steps (VO, animation, level creation, music licensing, QA testing, etc), we’re not exactly sure when everything will line up for a full release date, but we’re shooting to release within the first few months of 2018.
        Thank you again to all of the people who’ve been playing Pit People during early access and to everyone who has been sending us feedback. It has truly been invaluable and we can’t wait to share the conclusion of Pit People with you all!
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Guest Arcsrazor

Pit People Troop Balancing issues.

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Guest Arcsrazor

I don't know why but it will only allow me to post to Castle Crashers Remastered. I'm hoping a moderator can get this to the proper posting area. I currently am playing early access to Pit People through steam. The new patch has rolled out and I had some concerns with some balancing things that I've detected.

1. Gorgon Hair-snake drop rates were nerfed too much. I used to pair mine with a weapon that did some slight self dmg and a cupcake to sustain her health knowing she'd take hits. Now I can take on a full arrow barrage and if I'm lucky if she drops one snake. I           imagine this was done to offset her dmg increase which was nominal but have to say I prefer the previous model.
2. Kobold's dodge rates were nerfed to hell. They kind of relied on that as they have always had low health, barely any defense and needed to get to their targets in the back (archers) which usually means running past the front line and taking some dmg. The offset       to that was their dmg output was always minimal except on archers.
3. Unicorns accuracy seems to have been made worse, while it was never that great before and you always had to put up with a mix of 'horn-mine' shots. Because of their drop in effectiveness it makes them less preferable to a mortar user now.
4. Troll Mom's seem to have lost any regen that they used to have and while it was never substantial before at least it was something as she relies on her minions to do most interference and dmg.
5. Zombies light helmets provide no defense now where they used to have some minor protection with no dmg reduction. Now that we can see they only have a 29% chance return rate wouldn't it make sense for them to have some durability at least?
6. Octoclops while the confusion dynamic seems an interesting option I haven't seen a way of controlling said unit once confused. When mouse-wheeling through units are they supposed to come up as movable?
7. Those frozen mortar troops typical in the arena AI matches now have a ridiculous proc rate of freezing when compared to other freezing weapons (swords and such). The weapon itself does full dmg too right? It would be one thing if they were firing freezing               rounds with minimal dmg as that's a pretty long range CC. I'll remind you of the Bowling Stun mortar which had less dmg output.
8. Reduction in Hair Trolls dmg was understandable as their passive regen is substantial when compounded with their movement.

Overall I was pleased to see more vanity items added in and tweaking done with the arenas and what not for an added challenge. I love the way you've incorporated elemental weapon dmg into creature weaknesses as I think that factor will turn the tide in some cases. One question for the future is if there are going to be ways to intentionally detonate charge barrels on the field or will it always just rely on aoe dmg around it? Another question was the House Menu screen seemingly mentioned in the patch notes and such. Is that only available in the console version or something? I've never seen a screen for that of Horatio's Farm.

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