Sentences with phrase «change enemy abilities»

Players can add divine burdens which are global modifiers which spawn more environmental hazards, change enemy abilities and much more.

Not exact matches

Exploiting these enhanced abilities known as Gifts, players can change their form to increase their strength, weaken enemies, and utilize new weapon abilities with overpowered attacks.
«Players can change their form to increase their strength, weaken enemies, and utilize new weapon abilities with overpowered attacks,» Bandai Namco said.
The Disguise Ability allows it to escape damage from an enemy's attack just one time, and then its appearance changes.
It is true that the power and energy of participation, enabled by mobile and portable computing devices in the hands of every citizen with the ability to surpass containment and censorship can successfully build social change collectives across geographies, enemy lines, languages and cultures where it was impossible.»
Every enemy killed and mission or challenge completed awards you with XP, and when enough is earned you'll be given the change to spend some of your earned points on Perks to bolster your character, but like the abilities themselves these perks are an uninspiring lot, and there effects on your virtual avatar are often barely noticeable and fail to change the combat in any meaningful way.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
The HUD has changed, displaying useful new info like where the enemy got Power Ammo from, when players» Super abilities are ready, and whether players are alive or dead.
Gunnar Davis is a heavy weapons specialist with an assault rifle as a primary weapon and a pistol for a secondary weapon, while his special abilities include Shockwave which sends a powerful electrical impulse that knocks down enemies; Stasis projects a stasis field that stops time for enemies albeit while simultaneously protecting them from incoming fire, but could still be useful to strategically change position, finding cover or running past a large group of enemies; Barrier creates a protective energy bubble that prevents damage from being received by Gunnar; and Storm hits enemies with a lightning strike.
Some of the changes include shortening ability casting times across the board, making ensnare hit multiple enemies, and transforming Venari into a passive skill.
It changes the color of Mario's attire from red to white and it gives him the ability to kill the enemies from distance with a single shot.
[1] When creating Super Mario Bros., a few changes were made to the enemies, including the ability to jump on them in order to damage them.
The controls are well mapped to the DualShock 4 controller with the default control scheme consisting of pressing R2 to fire a weapon; pressing L2 to aim down sights; pressing R1 to throw a grenade or use lethal equipment; pressing L1 to use tactical equipment; pressing X to jump or mantle; pressing square to reload or use an object such as opening an unlocked door, breaching a locked door or entering a vehicle; pressing O to crouch, go prone or dive; pressing triangle to switch between your primary and secondary weapons; pressing up on the d - pad to activate a morale ability; pressing down on the d - pad to perform a specific action; pressing right on the d - pad to use a first aid kit; pressing left on the d - pad to use a weapon skill; pressing L3 to sprint or use sharpshooter; pressing R3 to perform a melee attack on an enemy; changing the direction of the left analogue stick to move forward or backward and strafe left or right; changing the direction of the right analogue stick to look up or down and rotating left or right; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
There are quite a few changes, including the addition of new abilities (dual wielding, wands), changes to the skill system and new / updated skills, and a harder difficulty mode (including cganges to enemy placement, composition and AI).
Flying units, hero units, multiple goals, and the ability to change the course of enemy units by considered tower placement, all play a role in the winning strategy.
On the other side of the scale playing local play alone is still somewhat satisfying with the ability to change the difficulty of enemy AI to provide a challenge.
It never gets old, and the ability to perpetually switch around your set of combat skills means fighting the same enemies manages to feel fresh, since your approach to it changes.
As you progress through the game, your avatar — of which you unlock a myriad of clothes for throughout, though my Super Monkey Ball / Jet Set Radio hybrid monster below rarely changed — can handle different weapons known as «Wispons», all of which add different skill sets to your creation and as such, they become especially handy throughout, with abilities ranging from being able to move at lightning fast speeds near rows of rings or enemies — never too far away -, granting temporary invincibility, digging through the ground and creating platforms.
Child of Light makes a few changes to the basic Grandia system — you only have 2 characters at any one time (Grandia had a 4 person party) but you can swap characters in and out mid-battle with ease, there is no positioning aspect (in Grandia, allies & enemies moved around the battlefield & different attacks had different ranges & areas of effect), ALL attacks can interrupt enemies (in Grandia, only specifically marked interrupt abilities did this), and you have a firefly friend who can slow enemies down.
The Corrins may have that ability in the game, or perhaps gain it during the story mode, but I would still love the idea of being Tiki and changing into a dragon to destroy your enemies.
The combat is great, and shooting at enemies feels solid, thanks to the more realistic gun handling and performance, and the ability to customize weapons on the fly, using purchased attachments — like adding a grenade launcher, changing scopes, improving handling with a grip — is fantastic.
Your ship had the ability to change between these two polarities but you could only harm enemies of the opposite colour.
However the core mechanics of this current game is the ability to insert traps onto the portal which in turn captures and then control your enemies which definitely changes how the game is played.
The Disguise Ability allows it to escape damage from an enemy's attack just one time, and then its appearance changes.
You also have the ability to freely change places with any character — ally or enemy — on the battle timeline, so you can group your attacks together more precisely.
There is a «fun» way to make the game hard and that is to not level up your character of choice as the upgrades do change how your characters attacks work and that is something that i can admit is done well in the game however a more variety to this would greatly develop the horde mode that there is as you would have a higher range of abilities and you could be more specific when you choose your characters to be aimed at certain types of enemies and so fourth.
The idea was to control a character with the ability to change its own color using the Xbox Controller button colors, blending with the environment and hiding from enemies.
Those mechanical changes to character movement — the ability to vault over obstacles at pace, slide directly into cover and drag enemies over cover for a quick execution — make the biggest impact online as you dive about each of its ergonomically designed maps.
Drawing inspiration from Shinobi and Ninja Gaiden, changing into an agile assassin bestows additional hit points, the ability to double jump, wall - climb, as well as a sword which instantly cleaves through enemies.
However, since each toy has its own unique stalking and capturing abilities, the gameplay changes for each enemy.
Again, while it doesn't always have to change an antagonist's ability or skill, losing a mission could mean a different loadout for your enemies.
Use the characters» special abilities as you travel from Tatooine to the Death Star, but watch out — every move can trigger enemy reactions that will change the game and your strategy in an instant!
But the most noteworthy change came in the Virtual Boy's 3D abilities, as special blocks would launch Wario into the background, where more items, enemies, and hidden goodies were placed, forcing Wario to move between the two planes if he wanted to get everything.
Then there's «Version 1.1», which implements the same graphical upgrades as 360 Mode alongside several other changes, the foremost being the ability to directly control your familiar's movement: you'll be making frequent use of this, as enemies and bosses now assail you with extra «suicide bullets» upon being attacked (in previous versions of the game this would only happen on high difficulty settings), and only your helper can absorb them to prevent you from being completely overwhelmed.
Once defeated, the enemies leave behind copious amounts of loot — gold, experience points, items and abilities that change the combat dynamic (e.g. adding ranged attacks).
Those mechanical changes to character movement — the ability to vault over obstacles at pace, slide directly into cover and drag enemies over cover for a quick execution — make the biggest impact online as you dive about each of its ergonomically designed maps.
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