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QCF Design Community • View topic - Super Vicious


Super Vicious

All things Desktop Dungeons

Super Vicious

Postby GoatBot on Fri Feb 01, 2013 12:02 pm

Discussion - Super Vicious
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Re: Super Vicious

Postby Fran on Fri Feb 01, 2013 4:09 pm

The game is shaping up pretty good :)
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Re: Super Vicious

Postby Darvin on Fri Feb 01, 2013 4:47 pm

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Re: Super Vicious

Postby Lujo on Fri Feb 01, 2013 4:52 pm

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.
I almost got pwned by Shifty Brickwork!
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Re: Super Vicious

Postby Lujo on Fri Feb 01, 2013 4:56 pm

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
I almost got pwned by Shifty Brickwork!
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Re: Super Vicious

Postby Darvin on Fri Feb 01, 2013 4:59 pm

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Re: Super Vicious

Postby Lujo on Fri Feb 01, 2013 5:02 pm

I almost got pwned by Shifty Brickwork!
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Re: Super Vicious

Postby Dreamdancer on Fri Feb 01, 2013 5:13 pm

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Re: Super Vicious

Postby Lujo on Fri Feb 01, 2013 5:25 pm

I almost got pwned by Shifty Brickwork!
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Re: Super Vicious

Postby Darvin on Fri Feb 01, 2013 5:39 pm

Last edited by Darvin on Fri Feb 01, 2013 5:41 pm, edited 2 times in total.
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