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QCF Design Community • View topic - Chaos Theory
Page 13 of 13

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 12:41 am
by Bloggorus

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 12:42 am
by The Avatar
The knock back monster doesn't move. How about a level 10 rock troll (knock back and cowardice) with 999 hp and 0 damage?

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 1:57 am
by q 3
Include some ability to break walls, then disable (or restrict) the use of ENDISWAL. (Maybe the Labyrinth has walls with 2 'HP' so you need to cast ENDISWAL twice to break them, but knockback etc. works as normal.)

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 9:04 am
by Nandrew
Admittedly, we don't really want to remove flavour just to be more accomodating of Purist, so we're going to keep changes controlled for now.

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 9:10 am
by Bloggorus
Aww, oh well. I suppose it's fairly doable purist, even if it takes a little luck. Every dungeon has badges that are hard to get, I suppose purist is it for the Lab.

Also, without that maze I doubt you classify the Lab as 'hard'.

Re: Chaos Theory

PostPosted: Wed Aug 01, 2012 1:42 pm
by gjaustin