This guy's great, a powerful dwarf that, while lacking some of Kamil's magical prowess,
hits enemies so hard it doesn't matter.
One of my favorite attacks is after
hitting an enemy so many times, a button will appear over their head (in my case, the «Y» button).
Not exact matches
In spiritual battle, you don't want to say, «Well, I'm saved and secure forever,
so I can lower my defenses, put down my shield, go live any way I want, and let the
enemy take his
hits at me — because «Hey, I've got my helmet on.»
~ wat ^ dis be your chicana ~ LadyLoc ~ I love to sing rap party and chill wit my homies Im a down to earth person Im a good friend and listener
so if you need to talk
hit me ^ but I can be your worst
enemy if you piss me off
so watch out other then that Im pretty laid back and chill...!
Typically, some
enemies fall to one or two weak
hits, and other require more than one,
so the player learns to recognize the weak
enemies of the area and take them out first, to minimize the amount of damage done to Opoona and crew.
You can't
hit a flying
enemy with the hammer, and you can't
hit a spiked
enemy with a jumping shoe,
so you'll need to have both.
Melee in this game is void of skill, it is nearly 100 % stat based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard
hits or do i need to block a bit and beat him down piece by piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand
enemy attacks either they will hurt you if they
hit you or if you block it it will hurt alittle or almost as much as normal and with spells and archery its all relevant the spells do elemental damage
so the
enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
The
hit detection seems a little off
so I would feel like I was just
hitting the attack button over and over and either not
hitting the
enemies or just causing
so little damage.
This attack does multiple
hits,
so it's very useful for staggering your
enemy, attacking hard to reach parts, or dodging attacks if you're stylish enough.
So, no more being
hit by invisible
enemies, which is always a good thing.
For example, one skill will dish out three damage, but will also
hit the person who played it for two damage every time the target
enemy is
hit,
so obviously, you want to play that last.
There's a dodge button, but again it's unresponsive and the move itself is
so slow that
enemies attacks will still often
hit you, unless you manage to predict the attack before the
enemy actually begins to make it.
So that means that
enemy worms have a nasty habit of standing around and doing nothing, shooting at walls for no reason, running away for no reason or suddenly becoming the worlds greatest marksman and
hitting you from across the map with a shotgun.
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.
- characters are drawn in the main screen in a super-deformed style - features a lot of fan - service - play as Eduard, an innkeeper of an inn who doesn't have a lot of customers - stumble into a cave while looking for crystals and meet a girl who has amnesia - this girl also has six sisters who unlock each other's memories as you come across them - your subordinate at the inn gets the idea to put all of the girls into maid uniforms - the girls transform into battle - appropriate clothing during the battle sequences - strategy / action - RPG hybrid - unlimited movement within a circle around the character's starting point - combo system - when attacking weaker
enemies, you knock them back in a fashion that takes out others and builds up a combo - extra turn awarded if you manage to take out 10 or more
enemies in one swing -
enemies do respawn their weak helpers at a
hit point cost to them - right side of the screen shows a time bar
so you know which friend or foe will attack nex - male character you play as is more of a support role in battle - he'll provide a lot of your stat buffs - events for each of the maidens that give them a chance to level up and unlock new abilities in each battle - possible 18 quests - each of the girls has their own quirks
For example, one
enemy type damages you every time you
hit him, and
so to counter this you head into the combo lab and construct a combo which heavily uses Regen Pressens, allowing you to maintain your health as you lay the smackdown on his candy - ass.
To kill a monster or
enemy they simply have to have enough rolled
hits to exceed the foe's defense value, and those
hits can be assigned to any
enemy in the area,
so more than one baddie can be killed at a time.
Not only does failing to do
so this ruin any sense of power and weight your attacks are supposed to have, but there also appears to be no discernible pattern behind when
enemies will be staggered or when they'll shrug your blows off, creating an awkward rhythm to combat and making it hard to get a good combo going as you'll find yourself either constantly getting
hit or blocking / dodging.
Ripping through a crowd of
enemies and being given the choice to execute each of them in this manner is a beautiful thing, because managing to do
so comes with the knowledge that you were never
hit, that you were perfect in your offense and defense.
Shields alter this by being added to the opponent's
hit requirement,
so if you have a shield rating of one and the
enemy hits on a four or higher they'll actually need to roll five or more to
hit.
The wizard is the hardest hitter in the game with three sides of his die bearing double
hits, but the other three are blank
so there's just as much chance of missing as there is decimating the
enemy.
The grenade launcher feels useless because spaces are
so large and empty, meaning you have to
hit enemies directly with the grenades in order for it be marginally effective, assuming the wonky physics choose to play ball with you.
Perhaps even more baffling is that many animals and even some human opponents have attacks that are much faster than your own lumbering attempts and that also actually interrupt your own attack animations, stopping your strike in mid-swing
so that the
enemies attack can
hit yo in the face.
Best to be experienced in the New Game + mode, mutations can allow you to boost your signs
so that they can land critical
hits and cause the
enemy to explode or instead of dying from taking too much damage, you can gain damage immunity and can be healed back to maximum vitality automatically.
Holding down the trigger usually just results in a spray of bullets that only
hit the
enemy by pure chance,
so you need to fire in bursts to stay accurate.
It's
so fun to
hit an
enemy, see them go flying into a small mountain or building...
Also, there will be some levels where there is a slight pitch to the platform,
so unless you're shooting on that slope or that particular level, you will not be able to
hit your
enemies.
It's weird enough that you can fly on your own volition, though it's also, like, the best surefire way to hurt your
enemy is to
hit him
so he flies up in the air first, and then you follow him up and play out some little quick - timer event thing in order to actually score damage.
First and foremost,
enemies are numerous, powerful, and deadly — get caught in a nasty combo attack, and you could be dead within seconds,
so needless to say it's best to avoid being
hit at all.
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.
So if you time it correctly, you can go ahead and
hit an
enemy while already in mid-air and then immediately jump again.
From what I've noticed, the two rows don't necessarily dictate enmity or priority for the
enemy's attacks, just rather attack ranges (
so an
enemy with only a short range attack wouldn't
hit the back row and
so forth).
The
enemies are programmed to spawn at a set point and walk / run towards you with no regards for their own life — apart from the flying ones, they annoy me as they move
so you can't
hit them.
Most hack and slash games though totally miss the mark, games such as Ninja Blade and Afro Samurai, these games had
so much potential but didn't
hit the mark when it comes to fluid game play and balanced
enemies etc..
You move along characters on a grid,
so you'll need to keep track of your position to keep out of the
enemy's attack range but also line up attacks
so you can
hit as many
enemies as possible with your attacks and skills.
To do
so, Shovel Knight has three abilities, a standard jump, a shovel attack that can
hit foes or dig up dirt blocks or piles, and finally a pogo - like attack that can
hit enemies from above and cause Shovel Knight to bounce.
There are a lot of funny
enemy designs which makes them
so hard to
hit sometimes (poor things!!)
Bloodborne was honestly a bit on the easier side especially after the first hour or
so once you start leveling your character it kinda just becomes face roll, you get have
so many bloodvials you cant even use them all, you begin to pretty much able to face roll all the
enemies because they do nt
hit you hard enough before you kill them.
The
enemy AI improves noticeably, with
enemies not only doing more damage to the player but also making more attempts to take cover from grenades, outflank players and in some cases even try to cover their weak spots
so that you can't land one
hit kills.
All these abilities have long cooldowns associated with them
so planning when to use them is key; particularly in the case of the ice block because it only works if it
hits the
enemies,
so you must time it properly.
The One -
Hit Obliterator is also a short - range melee weapon,
so you'll need to be careful when dealing with
enemies with poles, spears and arrows.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and
so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or
so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more
enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting,
enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right,
so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon,
so the ink
hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs
so that players will experience the more interesting aspects
-- 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
In the options menu, a player can show the
hit area for their own plane and their
enemies so that the game can be adjusted based on the players level of play.
So, tossing out a projectile designed to
hit your
enemy on wakeup won't end the round.
You're rewarded extra bonus points for each additional
enemy you
hit, and
so there's a great incentive to use the homing shot.
All of the unlockable equipment have their own specific ability like having a higher chance to instantly stun an
enemy with each
hit or infinite sub-weapon ammo
so you're definitely going to want to collect them all to play with.
The goal is to get your arbitrary light number higher
so enemies hit less hard.
The combat with the standard
enemies is fairly uninteresting, as a few quick melee
hits will often knock them out,
so they wouldn't offer much challenge.
If an
enemy is behind cover, you may take two or three
hits to destroy that cover before you can expose the
enemy,
so trying to flank the
enemy is a great strategy to get alongside them ready to attack.