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QCF Design Community • View topic - Monk(y) Island
Page 6 of 8

Re: Monk(y) Island

PostPosted: Mon Apr 09, 2012 1:27 am
by The Avatar
I guess, but what else do you dump? You can add one without conflict, remove bet on boss, and then Lucky Packets? They do suck, so why not?


EDIT: Ha! I didn't even know they already removed them.

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 2:05 am
by Joist
The bloodmage changes are interesting. Anyone tried this yet? Alchemist scroll + JJ (health) + gnome + tri-s if you can find it.

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 2:49 am
by The Avatar
They're bland and unthematical. Haven't wasted my time, and won't till I hear some reasoning or it changes.

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 4:00 am
by Bloggorus

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 4:53 am
by Darvin

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 8:24 am
by Joist
I'd love a glyph locker but I think it'll never happen. It's too much of a game changer. It would open up so many new paths but require a lot of rebalancing.

There are many glyphs I'd like to construct builds around but the problem is I hate scumming. You need to find the glyph you want AND you need to find it in the first quarter of the map. You found PISORF but you were pumping +attack% instead of base attack? Oops. You found HALPMEH but were pumping max health instead of resists? Oops. Better to stick to reliable builds.

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 9:27 am
by Bloggorus
if anyone wanted proof that the rolls for monsters and glyphs at the beginning of dungeons have changed, check this out...

Image

is a weytwut supposed to be able to spawn on the ladder?

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 9:31 am
by Bloggorus

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 9:54 am
by Joist

Re: Monk(y) Island

PostPosted: Tue Apr 10, 2012 10:02 am
by Bloggorus