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QCF Design Community • View topic - Super Vicious
Page 1 of 15

Super Vicious

PostPosted: Fri Feb 01, 2013 12:02 pm
by GoatBot
Discussion - Super Vicious

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 4:09 pm
by Fran
The game is shaping up pretty good :)

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 4:47 pm
by Darvin

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 4:52 pm
by Lujo
Wohooo! Barrel full of Weasels! This will keep a bunch of guys I know busy :D

And juicy nerfs! I'll have to use my head while playing the bloodmage again, hurray!

Fighter gold finaly got nerfed (hope it's a good one).

Reflex priority?

Slow and first strike cancel each other? Was there a bug I'm not aware of?

Vicious Gaan'Telet now more playable?

Fine sword graphic changed? O.O

And hurrah for the Mage Fist in DL, now I don't need to grind another locker slot just to stick Avatar's Symbol in it!

Looking forward to the Slime Pit's quest sometimes :) Exact same thoughts as Darvin on that.

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 4:56 pm
by Lujo
Scracth that - the Vicious Token IS the Slime Pits Quest Reward!

And people can start VGT with any altar they prep. Ooooo, there's gonna be cheezing all over the place :D

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 4:59 pm
by Darvin

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 5:02 pm
by Lujo

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 5:13 pm
by Dreamdancer

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 5:25 pm
by Lujo

Re: Super Vicious

PostPosted: Fri Feb 01, 2013 5:39 pm
by Darvin