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

Re: Super Vicious

PostPosted: Wed Feb 13, 2013 1:09 am
by booooooze

Re: Super Vicious

PostPosted: Wed Feb 13, 2013 3:59 am
by The Avatar
Wow. Then maybe it was originally a bug and they fixed or it was a way of buffing the orb.

Re: Super Vicious

PostPosted: Thu Feb 14, 2013 2:16 am
by Blovski
I've been thinking about what it'd take for the game to be 'finished' for me. Thought a dedicated thread might prompt too much snarkasm given the forums seem rather fraught atm.

I suppose I'm so used to the game that the player feedback stuff ain't too much of a fuss. More detailed win screens might be nice though I like them at the moment. Either way, for balance/interest:

Agree that dwarves are a bit unsassy atm. Not really a must-fix but a would-be-nice to see them get a bit more of a role.
GG's absolution's stacking cost is hurting Enlightenment too much.
Mystic Balance has been blandified a bit by the reduction of poison's cost. If it applied to a couple more glyphs that might be nice.
Getting JJ's boost health/mana boons after petition are a bit too costly to really leverage. Given they use up potions as well, they're already mostly useful for Halflings and Gnomes or people packing Schadenfreude. I mean, they're not bad but I don't think they compare well with other boons for getting health and mana. Keep the potion cost by all means but if they were lower-piety on a fairly stingy god I'd like him a lot more.
TT poison could use buff.

is pretty much it for me...

Edit: oh, and I don't like the difficulty level of a lot of Silver dungeons. I mean, if a lot of them are producing pot-luck 5-10 attempt games for me, I imagine they're going to keep new/less determined players away from the content. That's a personal taste thing really, though.

Re: Super Vicious

PostPosted: Thu Feb 14, 2013 8:43 pm
by Darvin