Pit People

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Cyclops
Right now I feel like currently the Cyclops isn't that useful when compared to the Hair Troll.

The Hair Troll can Regen Health, chance to flip enemies, move 3 tiles, and stay as a huge shield with decent damage.

Lets look at the cyclops: it can knock enemies away and slow them (great ability), can move 2 tiles, but can use swords/maces, shield, helmets and use ranged weapons.

Now I feel like they are decent when compared to each other, but I feel like that the cyclops is lacking when compared to the hair troll.

I think the cyclops could use a buff to health or be allowed to move farther tiles with less weight weapons or items on him.

What do you think?
Last edited by Bushido Hunter; Feb 7, 2017 @ 2:05pm
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Showing 1-15 of 19 comments
BaronZen Feb 7, 2017 @ 2:13pm 
I had find a weapon for cyclop which does 17 dmg (without to consider the extra vs helmet guys) and can stun too... Also hair troll is weak to fire dmg, i like both, cyclop with chupcake mate are a very solid combo, not much people want to stay in the range of the cyclop mace for to nuke the healer (and in case cyclop can pull away and slow down for one turn).
hairy peak Feb 7, 2017 @ 2:25pm 
So use yourself a hair troll? I think it's about using the most useful units for each team you make. If cyclops is not useful enough for you, get a different one (or two).

You are asking to make an already strong unit, even stronger xD
Bushido Hunter Feb 7, 2017 @ 2:26pm 
Originally posted by Clownsanity:
I had find a weapon for cyclop which does 17 dmg (without to consider the extra vs helmet guys) and can stun too... Also hair troll is weak to fire dmg, i like both, cyclop with chupcake mate are a very solid combo, not much people want to stay in the range of the cyclop mace for to nuke the healer (and in case cyclop can pull away and slow down for one turn).

Yes but without the top tier mace I feel like the cyclops is lacking.
Bushido Hunter Feb 7, 2017 @ 2:27pm 
Originally posted by mochilo:
So use yourself a hair troll? I think it's about using the most useful units for each team you make. If cyclops is not useful enough for you, get a different one (or two).

You are asking to make an already strong unit, even stronger xD

I use the cyclops in the arena and I find him quite useful, but I feel like his movement is very lacking.
hairy peak Feb 7, 2017 @ 2:33pm 
Originally posted by Bushido Hunter:
Originally posted by mochilo:
So use yourself a hair troll? I think it's about using the most useful units for each team you make. If cyclops is not useful enough for you, get a different one (or two).

You are asking to make an already strong unit, even stronger xD

I use the cyclops in the arena and I find him quite useful, but I feel like his movement is very lacking.
Well that's what you pay for having an extra big guy who can literally carry a rocket to hit enemies and throw enemies across the map with slow penalty.

I never used a cyclops so all my experience is as a victim of them, and their speed is the only thing that can help me to not be smashed like a rat every time. And when they use a light sword and can move three spaces + hit four times is already super powerful, it's A LOT of chances for crits and throws.
Bushido Hunter Feb 7, 2017 @ 2:37pm 
Originally posted by mochilo:
Originally posted by Bushido Hunter:

I use the cyclops in the arena and I find him quite useful, but I feel like his movement is very lacking.
Well that's what you pay for having an extra big guy who can literally carry a rocket to hit enemies and throw enemies across the map with slow penalty.

I never used a cyclops so all my experience is as a victim of them, and their speed is the only thing that can help me to not be smashed like a rat every time. And when they use a light sword and can move three spaces + hit four times is already super powerful, it's A LOT of chances for crits and throws.

I see what your saying and fighting a cyclops can be frustrating, most of the time I try to ignore one due to it huge health.

But I feel like if I make a light armor/light weaponed/light shielded cyclops it should be allowed to move 3 tiles.
!?! Feb 7, 2017 @ 3:02pm 
Both can be incredibly annoying with their knockbacks knocking enemies out of the way before your entire team can hit them.
The_Technomancer Feb 7, 2017 @ 3:14pm 
Hair trolls are fun and all but I find the cyclops' knockback to be more practical than the trolls toss. The alpaca lips is what really sells the cyclops for me since it gives me some aoe and equipping a medium shield gives him a decent counter chance. I really wished making a cyclops a hero added a tile of movement but other than that I usually prefer cyclopses. Though I do still keep a troll on the team because that regen is definitely useful.
danneltheflannel Feb 7, 2017 @ 3:40pm 
huh? The cyclops does more damage to helmet users, and can be equipped with helmets and a shield to block arrows, most importantly... The hair troll is just op in general, but its silly to say that the hair troll outclasses it
SampleExample Feb 7, 2017 @ 10:23pm 
It's pretty obvious that each has their own niche. Cyclopes can hard counter mushrooms and helmets, and help to protect your backline by taking dangerous units out of the picture.

Hair trolls are dangerous damage tanks that have trouble focusing, and often introduce dangerous units to your backline's face. They are useful in very different teams.
DragonMind Feb 8, 2017 @ 2:45am 
From what I have tried/tested, Cyclops is a very good unit, but for one that takes up 2 slots in a group, it is too weak. I don't mind removing one or more of the passive buffs, if it means buffing a stat or two to make it otherwise "affordable".
Example(and suggestion): Mallets shouldn't be exclusive to Cyclops, but it should weigh 110% meaning the Cyclops default weight capacity starts at 110%. Additionally the % chance to knock enemies about could (not should or must) be tied to the mallet type weapons, as well as maybe being lowered to 15 or 20% chance to trigger. (the 110% could be even 115 or 120)

Haven't tried/tested trolls yet :-(
Last edited by DragonMind; Feb 8, 2017 @ 2:46am
de.lorca Feb 8, 2017 @ 7:54am 
Originally posted by DragonMind:
From what I have tried/tested, Cyclops is a very good unit, but for one that takes up 2 slots in a group, it is too weak. I don't mind removing one or more of the passive buffs, if it means buffing a stat or two to make it otherwise "affordable".
Example(and suggestion): Mallets shouldn't be exclusive to Cyclops, but it should weigh 110% meaning the Cyclops default weight capacity starts at 110%. Additionally the % chance to knock enemies about could (not should or must) be tied to the mallet type weapons, as well as maybe being lowered to 15 or 20% chance to trigger. (the 110% could be even 115 or 120)

Haven't tried/tested trolls yet :-(
I am sorry I dont understand you think they are underpowered and your sugestion is to nerf them?
OGBizzle Feb 8, 2017 @ 8:13am 
i prefer the utility you get with the Cyclops slow and variety of items available.

The troll take bonus damage from fire and other trolls... so i dont use them.
Cameron Hall Feb 8, 2017 @ 8:31am 
Cyclops is the most used unit in the game, Hair Trolls are second, and these statistics are from Dan. There's a reason for it. Buffing either of them is a bad idea. Additionally, Cyclopes are arguably better, not worse, and saying "Cyclops isn't that useful", regardless of context, should be illegal.

Cyclopes deal the highest consistent damage of any unit in the game, have the bulk of a Hair Troll without the regen (which isn't that much given how splashable and customizable, for lack of better descriptive words, the Cyclops is), and don't have any inherent weaknesses, even if there's a few units that do nicely against them. A Cyclops is also more widely splashable due to the ability to choose its items, strengths, weaknesses, ranged options, defensive options, etc. They're also -even stronger-, despite already dealing the most consistent damage of any unit, when hitting a unit with a helmet - and helmets are the most commonly used defensive item, to the point that maces are more commonly seen than swords as a result. At least at any decent level of play.

Hair Trolls are easily dealt with; you either prioritize finishing them off once you'd damaged them at all, or you leave them until very last. Anything inbetween just lets them get value out of their regen, which otherwise isn't a huge deal for any team with a decent amount of damage. Hair Trolls also have a weakness to two of the top top 3 - 4 unit in the team (ie. Cyclops with Alpaca Lips + Pixies), while their ice resist, the tradeoff for the fire weakness, does not receive much usage. A Hair Troll is more likely to be a detriment to your team than a Cyclops will. While it's arguable whether the flip or the knock away is more useful, the Cyclops having a 30% chance to knock away vs the Hair Troll's 50% means the Hair Troll is more likely to interrupt or mess up formations and attacks for your team, on your own turn.

They're the top two units in the game and the Cyclops is arguably better. Saying one needs to be better because the other is slightly better (in your opinion), or vice versa, is going to accomplish nothing other than widen that gap of the stronger, more consistently and more reliably used units, and the units that don't see as much play due to being harder to use effectively, more risk for less reward, etc.

tl;dr the phrase "I feel the Cyclops isn't that useful" is not something that should even be legal to utter given that it's the most used unit.
Last edited by Cameron Hall; Feb 8, 2017 @ 8:34am
DragonMind Feb 8, 2017 @ 12:11pm 
Originally posted by seigneur.de.lorca:
Originally posted by DragonMind:
From what I have tried/tested, Cyclops is a very good unit, but for one that takes up 2 slots in a group, it is too weak. I don't mind removing one or more of the passive buffs, if it means buffing a stat or two to make it otherwise "affordable".
Example(and suggestion): Mallets shouldn't be exclusive to Cyclops, but it should weigh 110% meaning the Cyclops default weight capacity starts at 110%. Additionally the % chance to knock enemies about could (not should or must) be tied to the mallet type weapons, as well as maybe being lowered to 15 or 20% chance to trigger. (the 110% could be even 115 or 120)

Haven't tried/tested trolls yet :-(
I am sorry I dont understand you think they are underpowered and your sugestion is to nerf them?
It is redistributing their advantage(s), but I do see why you think it is a nerf.
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Date Posted: Feb 7, 2017 @ 2:04pm
Posts: 19