Sentences with phrase «amount of enemy attacks»

The on - screen action definitely adds to the confusion as you attempt to admire the beautiful art - style and dodge the massive amount of enemy attacks coming toward you.

Not exact matches

Juggling several enemies, each requiring their own attack / defense strategy is a blast and for combat that uses screen swiping it has a surprising amount of depth.
You can also increase the amount of times you can attack with card slots which you collect in game and you attack enemies with battle cards.
Although, I quickly learned that getting hit by enemy robots, regardless of the amount of damage I took, was not something Aloy could always easily take as she was, at times, thrown back when she got hit with an attack.
If it is equipped by Mario, it lowers his defense by one point, increasing the amount of damage he takes from all enemy attacks, but it also boosts his attack by one, increasing the damage of all of his jump and hammer attacks.
The amount of enemies that are thrown at you at one time seem incredibly extreme and I was fighting most of my battles blind just using my crowd control attacks to clear up some space on my screen.
Cunningly attacking from the sides and rear of an enemy will deal significant amounts of damage, allowing units to be eliminated more efficiently.
A near infinite amount of ineffective enemy peons spawn and attack you, like a MOBA for anyone unfamiliar with musou style gameplay.
You will fight as Beast Ganon, defeat a certain amount of enemies or restrict yourself by only attacking in certain ways.
Aside from the normal attack, you can try to gamble with a focus fire option that requires you to have two of your units next to the enemy that you are planning to deal a large amount of damage.
Often seen as Military Payroll carriers, or Troop Transports, attack as normal, beware of large amounts of enemy crew
It is also important to utilize the light and heavy runic attacks that can help you dish out a large amount of damage to the enemy.
The only problem is that your monstrous opponents have attacks than can be escaped or dodged in your weighty ship, so fights are about maximizing damage before the enemy hits you X amount of times.
- level cap raised from 130 to 150 - adds a new weapon skill: God Vessel (allows you to raise the attack power of a regular weapon to the same level as a Hero's unique weapon), available via a random drop - adds new Blessings - Speed Blessing, Luck Blessing: increase Speed / Luck - Healing Blessing: allows all units to automatically recover some HP, little by little - Transport Blessing: increases the amount of materials you can earn from drops - Master Blessing: increase the number, level, quality, and number of skills, of weapons earned via drops - Ordinary Materials Blessing: makes it easier to get ordinary / common materials from drops - Infernal Blessing: raises the level of all enemies to Lvl.
The best use of Blood, though, is unleashing adreneline attacks which let you slice certain enemies in half with a single slash, consuming a set amount of the red liquid in the process.
If you change the amount of damage enemies do, the time it takes them to prep and unleash an attack is too unbalanced.
Removing the lock - on function not only makes the combat slightly unwieldy since you can no longer control your attacks on a specific enemy but this also removes strafing which was an important way of keeping enemies in your line of sight at all times and also increased the amount of moves you could do since there were attacks you could only perform while locked on.
Kay Rayner is a close quarters combat specialist who carries a Epirus V - 7 Bow as a primary weapon and an Eclypse Katana as a secondary weapon, while his special abilities include Pull Enemy that utilises a telekinetic ability to pull closely situated enemies toward him while inflicting damage and incapacitating enemies for a period of time; Throw Enemy is a powerful telekinetic attack that inflicts serious damage to enemies and flings them away; Devastation causes a massive amount of damage to all close by enemies through a powerful ground hit; and Zeal produces a huge bonus for melee attacks in addition to a simultaneous protective aura around Kay.
The limited amount of artes at your disposal in your transformed state, alongside the fact that you have spells instead of melee techniques which can not be combined seamlessly with your standard attacks, encourages you to simply spam the same button until all the enemies are wiped out.
Every difficulty level reduces the amount of health, armour and bullets that are available in the nearby surroundings, while increasing the amount of damage inflicted by enemy attacks and reducing the amount of damage inflicted on enemies by B.J.'s attacks.
These attacks tend to do large amounts of damage to a group of enemies and can be used at any time — including the end of a normal attack combo.
Thunder Lotus Games throws Eshe to the wolves almost immediately, and you have a limited amount of time to collect yourself before enemies start attacking.
Each toon also has a basic attack that can deal a small amount of damage to enemy racers, and can dodge in four directions with a quick tap of the right analog stick, so they aren't completely defenseless from the start.
With the bow and arrows you can send out an infinite amount of ranged attacks to keep your enemy on their toes, forcing them to act quickly or feel your wrath.
Your spacecraft is divided into 8 stations: four turrets used to attack enemies, a navigation station for piloting the ship, a map used to view the level, a shield station which controls where your protective barrier is located around the perimeter of your ship, and the ultra-powerful Yamato cannon, a destructive weapon capable of inflicting massive amounts of damage.
Samus has also been given a new powerful melee counter attack which can deal impressive amounts of damage onto her enemies as well.
It's here that items such as Perfuma come in handy, which allows you to walk right past enemies without getting attacked for a specific amount of time.
They can do simple things such as increase the amount of Soul you get from hitting enemies or improve your attack range, as well as apply more complex modifications such as doubling your health but preventing you from healing or giving you a ranged attack while at full health.
As an added incentive, attacking enemies in specially placed circles can increase or decrease certain elements, such as attack power or the amount of health you increase if using a particular healing spell.
Each class starts out with their ability at level 1 and there are 2 more levels to further enhance them, like the infiltrators disguise ability allows you to disguise yourself as an enemy for a brief amount of time but won't fool turrets / drones, level 2 gets rid of the time limit and now lets you fool those silly turrets, finally at level 3 the disguise won't go off if you manage to kill an enemy with a melee attack.
Enemy bosses appear at the end of every world possessing an ominous amount of firepower in their armoury and certain patterns of attack that must be overcome in order to reduce their extensive health bar to 0 %.
Veteran difficulty imposes a maximum of 10 continues, despite a further substantial increase in the quantity of enemies, their movement speed and even more humans to save; master difficulty enforces a maximum of 5 continues, while significantly further increasing the amount of enemies, their speed of movement and enemies fire revenge bullets upon being defeated, although the player moves and attacks slightly faster.
Needless to say my stamina faded fast and my enemy managed to block a significant amount of my attacks.
Break Souls is a powerful ability that you can initiate with the push of a button that deals a massive amount of damage to all enemies it hits with a unique combo attack.
There's no way to block incoming damage and the amount of damage done by an enemy attack seems entirely random.
Two settings above «Normal» exist for each level, both of which increase the amount of enemies and shuffle boss attack patterns.
Some of these enemies also have special statistics like flying or resistance to physical attacks which are a nice addition, but their HP and amount of strawberries they take is different for each level.
New features also include enemies taking more damage based on where you attack the, attacking them head on deals less damage than from the sides, and attacking from the back deals the most amount of damage, though these rules also affect you, so you need to be careful.
Meant to hurt enemies that get too close to be hit by the actual bullets, these special attacks do a reduced amount of damage so that playing properly is always the best option.
If you choose to attack your enemy, the amount of damage you do is based on how accurately you can hit the button at the correct time, resembling a rhythm game.
Charged attacks can maim enemies in all kinds of gruesome ways, and stunning monsters allows Kratos to use an instant kill move that typically involves an incredible amount of violence.
His attacks do the same amount of damage to enemies as Mario's, but he moves a little slower while carrying enemies and objects.
There's also a fun little Mark Combat System where the more you hit an enemy the more your attacks have an effect on them, opening up the possibility of inflicting massive amounts of damage upon your opponents at some pivotal moments during combat (if you play your cards right and plan properly, that is).
Because refilling the spheres is relatively easy, and enemies can take a considerable amount of damage before they die, I found myself experimenting with each of my party member's attacks.
Juggling several enemies, each requiring their own attack / defense strategy is a blast and for combat that uses screen swiping it has a surprising amount of depth.
There are two difficulty levels including easy and normal with the major differences being the reduction of damage inflicted by team members on their enemies and an increase to the amount of damage received by team members from enemy attacks as well as an increase in the efficiency of enemy positioning and movement.
With the change in levels mixing things up each and every time, a huge amount of collectibles ensuring that you just have to scour each and every corner of the stage in case you've missed something important, and a ton of various enemies that bring an assortment of attack forms and factors to the equation, DragoDino could, and quite possibly should, have all been so much better.
On each turn, players have a limited amount of time to spend a few action points to move their characters around the game board or attack enemies, but must split their one pool of action points among all of their active heroes.
The Default system is almost the opposite: your character will not attack for a certain amount of points while he or she absorbs enemy attacks.
- Homing attack removes a large amount of the skill from the game, such as speeding through acts by carefully positioning your bounces off enemies.
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