Sentences with phrase «enemy health levels»

Jumping into co-op will increase the difficulty by ramping up enemy health levels, but it has certain benefits as well.
Also, in the case of the Halo games, the enemy AI acts «smarter» on higher difficulty levels, whereas some games simply alter some variables, making supplies less scarce and enemy health levels higher.

Not exact matches

Every era has its health crisis, and as obesity rates in the U.S. population continue to soar to epidemic levels, sugar has become public enemy number one.
The high intake of sugar is an enemy to your health on so many levels it almost hurts when you merely think of it.
At this point, the immune system really needs help to fight off every enemy of your health and get the body's pH levels back in order, which is where this miraculous inexpensive drink comes in.
Not only are these bacteria not our enemy, they can improve our health at a very deep level.
Finally, what if I told you higher total cholesterol levels are associated with better health and a longer life span and that saturated fat isn't the enemy here?
Anyone who suffers any level of centralized pain needs to address the dysfunction of the HPA axis.6 Hannibal, K. E., et al. «Chronic stress, cortisol dysfunction, and pain: a psychoneuroendocrine rationale for stress management in pain... continue Chronic stress is one of the biggest enemies of HPA axis health.7 Belda, X., et al. «Stress - induced sensitization: the hypothalamic — pituitary — adrenal axis and beyond.»
Sadly, media has led us to believe that we should avoid fat, especially saturated fat by portraying it as our enemy contributing to elevated cholesterol levels, clogged up arteries, heart - attack incidents, obesity and other serious health problems.
Another cool element of Doom are glory kills and when you reduce the health of your enemies to a certain level, they will flash blue which informs the player that they can perform a melee execution.
Aside from boss battles, the standard enemies do not have many variations in counter attacks and do not provide tactical challenges outside of their leveled damage points or health capacities.
However, tougher enemies may require a trap or two, to whittle their health down to more manageable levels.
As more enemies are killed, an experience bar fills, and levelling up increases health and attack.
Sparks are acquired from breaking stuff, defeating enemies, and finding capsules filled with them, and they can refill health and increase skill levels for upgrades.
When in its confines, health constantly drains, enemies are less forgiving and the level design is notably more challenging.
the only difference it really brings is the fact that instead of your health regaining upon each new wave of enemies, you're stuck with the same health levels all the way through, with just two or three hits usually enough to take you out.
Below is the cover for Silver Justice, as well as a link to purchase it, which I understand will bring prosperity, magnetic attraction and teen - level libido, boundless good health, longevity, and the ability to crush your enemies like insects and grind their bones to jelly as you dance a victory jig on their cold, lonely graves.
Green health bars mean an enemy is at your level or lower, yellow and orange means they're slightly above you, and purple means they're way above you.
For the Lambent the guide presents stats on how much health that enemy type has, what its threat level is, how big the Imulsion burst is and what weaponry and attacks it has.
Getting through the game will probably take you about six to eight hours, but the adventure doesn't stop there as you can take on New Game + mode which drops the amount of checkpoints down to just two per level, decreases the amount of health pickups you find and doubles all damage dealt by enemies.
You basically just cut all the grass while avoiding touching the guards / sword fighters / other enemies because they can't be killed and you must do it quickly because your health starts depleting as soon as the level starts.
It is sort of a weirdly tense feeling to running through the levels trying to be hyper - vigilant about enemy and trap placement (and usually trying to get through as fast as possible before said placements can have a chance to murder the player) while simultaneously trying to keep an eye out for any environmental cues (such as subtle shifts in color gradation) to determine things which walls are destructible and have goodies like health upgrades behind them.
Ghat can pick - up guns and health and life (small flowers) that are in levels and even has some grenades that are available to him, so how you take out enemies can vary.
At one point in the game I came across a section where I got stuck for a while as an enemy wielding the sniper rifle was able to kill me in a single shot due to my low health and also due to being neatly placed to get the first shot every time with a supreme level of accuracy seemingly granted by God himself.
These weapons can be levelled up with yellow gems that are dropped by your fallen enemies, be careful though because if you take damage you weapons level will decrease as well as your health.
Supporting single or two player co-op, each play through is a different experience as players encounter randomized levels, weapons, health machines, objectives and enemies.
When enemies reach critical health levels, they detonate a black hole and the enemy gets ripped apart.
There are 4 difficulty levels including normal, hard, suicidal and hell on Earth with the major differences between each difficulty being significantly noticeable as there will be more enemies per wave, while they possess faster movement, a wider range of attacks and more health, although to make it even harder you will simultaneously have less pickups and less dosh to spend on upgrading your loadout.
As it gets harder though, enemies will regenerate back up to full health if they get below a certain level.
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.
However, tougher enemies may require a trap or two, to whittle their health down to more manageable levels.
For example, placing towers near the exit of the level set to target the weakest enemy (the one with the least amount of health left) will reduce the number of lives you lose should the wave of enemies break through your towers closer to the entrance.
[NEW] THREE THREE HIT COMBO If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3 / 5/9 / 18 (at levels 1/6/11 / 16) health for each enemy hit.
So if players find enemies with a yellow health bar, flanked by a couple high - level enemies with purple health bars, then the can be sure that there's a Dark Zone Key chest located nearby.
The actual content of these missions puts you up against high - level enemies with high health and scarce ammo, indicating this mode is meant for people who have completed the single - player campaign.
You do get the option to change the difficulty level but all that does is increase or decrease the amount of health that you have and doesn't really affect how the enemies act or how many you will have to fight on a certain level.
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
Feed»em enough and they'll level up, boosting their base stats and allowing you to pick a new power to be added to them, like fire damage or stealing an enemies health when you hit them.
When starting up a new game, you can tinker with the settings for enemy strength, the number of battles, health item frequency, and the required combo level to generate special moves.
Aside from boss battles, the standard enemies do not have many variations in counter attacks and do not provide tactical challenges outside of their leveled damage points or health capacities.
When in its confines, health constantly drains, enemies are less forgiving and the level design is notably more challenging.
As is the case with any other roguelike, you'll climb through the floors of each dungeon killing enemies to level up, picking up materials to use in crafting, paying special attention to your health at all times, and taking whatever measures are necessary to prepare for any potential (e.g. deadly) surprises.
Tackling higher level foes only alters the amount of health each enemy strike incurs, rather that requiring players to master new techniques.
One thing I love about the game is how different difficulty levels actually affect the gameplay: other games tend to boost enemy A.I.'s accuracy, give them more health, or simply increase the amount of damage that enemies» bullets do to your character.
Simply, the devs have upped the enemy health and shields to a frankly ludicrous level and this is such a shoddy attempt at increasing difficulty.
This lets players to make unique builds of characters so no two are alike, and will prepare players for later stages of the game that can become quite difficult, with higher level enemies that carry much more health than usual.
The enemies were too easy and it was simply a case of hitting the fire button and moving to the next level — until wave 36 which had me surrounded by machines a lot stronger than me and I instantly lost all of my health within seconds.
You can cash in your killscore for increasingly impressive levels of support with level one offering a supply drop refilling your health and rocket supply and the final tier offering an attack chopper that will clear out the entire battlefield of enemies.
In an effort to add a little spice to the tired formula; the game features a levelling system complete with skill points that are awarded in single increments at every level up, allowing you to purchase a variety of perks including regenerating health, increased stability when firing and the ability to call in powered up artillery strikes and helicopters to help you clear out each wave of enemies.
Each level of Finger vs Axes is designed as a light fighting game, as players work to drain an enemy's health bar before being defeated themselves.
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