Sentences with phrase «like dealing damage»

Not exact matches

«With organizations like Uber dealing with real financial damage, and the consequences of ignoring the importance of an inclusive and diverse workplace, social pressure is building,» Barker, at Qualtrics, observed.
We replaced numerous potential people like this with a simple no - stings contract with a company in India, unfortunately stores like the one damaged by this woman, have to deal with America's anti-business laws.
The threat this announcement implicitly involves would damage us more than it does our negotiating partner, just like the threat of a no - deal outcome in general.
«Everything from our banks to our critical infrastructure are at risk for damaging cyber-attacks like never before, and we must step up our counter-hacking game ASAP to deal with threats from places like Iran and would be terrorists,» Schumer said in a statement.
«When something like this comes along, obviously unanticipated but has a huge economic impact on the region, it seems to me logical that we would take some of those unallocated dollars and use them for relief for homeowners, businesses and municipalities that are dealing with what are historic water levels and causing millions and millions of dollars of damages,» Morelle said.
Now, with new kinds of technologies that are coming up, new types of tissue engineering and, you know, some of the hopes that people have for stem cells and [the] like, it may be interesting to see if there are other ways, alternatives to dealing with really badly damaged hearts that would involve growing a new heart or replacing or repairing the damage d to a badly damaged heart that might make artificial hearts less important in the somewhat more distant future.
I don't think we know what they were fighting about, but at a certain point he got the middle part of his nose, I guess the bridge of his nose chopped off or badly damaged by his enemy's sword, and then throughout his adult life he had to wear either a prosthetic — I think that was the deal basically, he had different kinds of prosthetic noses that he wore and he was always like applying some ointment to keep the prosthetic in place, so his other enemies would make fun of him, you know, «Ha ha, you're that guy without a nose, aren't you silly?»
This is a BIG DEAL because cheap, polyunsaturated oils like canola and sunflower are unhealthy sources of fat and should be avoided — they're extremely pro-inflammatory and often sources of damaging trans fats.
OAK Deal: Up to 60 - 80 % off clothing from the likes of Hyden Yoo, Pleasure Principle, Gar - de, Osborne shoes, Kontorsion, Mary Meyer, Chrishabana, Life After Denim, and Tim Hamilton Redux, plus discounts on damaged (but easily fixed) pieces from the Oak warehouse When / Where: Friday, July 9 through Monday, July 12.
Some battlefields include final bosses that, similarly to Zelda games, require use of special items like the boomerang or bombs to knock them unconscious before dealing damage.
It's also a worthwhile endeavor: the Anjanath deals something like 400 damage in one massive neck - biting body slam, whereas each hit of my weapons was dealing 10 to 15 at most.
Instead, players should use a character like Dogi to deal massave damage to these monsters.
Optional abilities like Rage Arts — cinematic high - damage dealing attacks — make battles against AI easier.
While they may not seem like such a big deal, movie streaming and piracy are hugely damaging to the film industry, losing it millions of dollars every year.
Press circle to stick an mine - like flare in the ground that either you or allies can shoot to make it explode, dealing a ton of damage to whichever unlucky creature happens to be nearby.
There are also several large boss creatures that can show up in the middle of a level that will require creative solutions like throwing bombs in King Dodongo's mouth to temporarily knock him out and deal damage that can lead to a critical attack.
Much like other tough bosses, Nergigante is mind - bogglingly agile and is able to deal unimaginable amounts of damage.
Those familiar with games like The Creeps will recognize the basic formula of Monster Feed as you throw down towers of various flavors (e.g., area damage, slowing, poison, fast etc.) and upgrade them to deal with the incoming waves of enemies.
Grabbers will temporarily incapacitate you, zombies with bomb heads can cause a great deal of structural and health damage, and spider - like monsters will gang up on you in an instant.
The damage that you deal can be seen in an RPG - like system where numbers show up on the screen so you will have an idea of how much your current weapon is proving to be effective in combat.
Tire walls look like they do a lot of damage, but it's mostly exterior panels so it's not a big deal.
This way you do not have to wake up every morning and having to deal with disasters like poo or pee everywhere or damaged things been chewed up.
However, having cats also has its downside as you can be dealing with multiple scratches and damage on furniture like the couch or dining chairs as well as the rugs, carpets, and walls.
Puppy teething can be frustrating to deal with, especially once your puppy starts to cause damage to personal items like shoes or furniture.
There's also some minor loot to be snagged along the way, like armor that gives you some buffer room or energy blades deal out a bit of extra kickey - kickey - punchy - punchy damage or even a handy device that heals you up a tiny bit every time you suck up a soul.
There's also abilities like Repel which give you some breathing room, or another that attaches threads to nearby enemies and if those threads can be maintained for a second they'll deal holy damage.
In fact, one example is finding a sword that deals fire damage: in something like Skyrim that means it just glows slightly red, which is rather disappointing, but in Amalur the blade is wreathed in flame, and when using it in combat it can be used deliver massive backhanded blows that unleash concussive blasts of fire that send enemies flying.
There are also a ton of new modes coming to the game: Turbo Mode, which makes everything 20 % faster; Hardcore Mode and Manual Target Lock, which make gameplay feel more like the original Devil May Cry games; Must Style Mode, which doesn't let you deal any damage unless your style rank is at least S; and the Gods Must Die difficulty level, which is exactly what it sounds like.
However, these diversions are most interesting when they take on the form of plentiful boss fights — well - designed battles that test your brain much more than they do your brawn, like one battle in limbo where you play a game of Simon Says with a ghost king to deal damage to him.
Obviously, for those who like to fervently deal out massive amounts of damage quickly, you'll want to nurture a healer with debuff capabilities to keep The Black Swordsman swinging.
The same goes for trademark characters like Ryu Hayabusa, whom is known for his high damage dealing quick attacks, and trade mark ninja skills.
There's also an elemental system in place regarding enemy types and weaknesses to many of your character's own attacks, where water - based attacks deal extra damage to fire - based characters and so on in a Pokemon - like manner.
They start off simple with «Defeat 100 enemies» or «Attack first five times in a row» — then they turn brutal like «Deal 99,999 points of damage without a weapon» or «Defeat 100 enemies while HP is 5 % or less».
My trusty robo - dog Mack was helpful in dealing extra damage to my enemies, while Seth, my spider - like droid, allowed me to latch on to specific ladders and platforms with the touch of a button.
Much like the original, a great deal of care and focus must realized while navigating through each stage with Spencer's bionic arm, especially in the case of the later areas where one mistimed swing might result in landing in a bed of spikes that takes extreme damage or possibly a pit that will kill Spencer instantly.
Combat is further enlivened by the Tactic Tweaker, a collection of settings that lets you deal more damage to certain enemy types, take less damage from certain attacks, and even change granular stuff like your dodge's invincibility frames.
As if that weren't enough, stages also have their own traps that deal damage, like a huge weight that can crush anything underneath it or bridges that will disappear, dealing damage of their own.
Luigi, for example, is a bit of a glass canon; being able to deal great damage from a distance with his sniper - like weaponry, but has the least hit points of all the characters.
There's a lot I could talk about here: the undulating rhythm of this fight, composed of brief openings in which we could deal meaningful damage and long stretches where every attack we tried required great precision, lest we be devastated by Nergigante's powerful claws; the wins afforded to us by our use of the environment, which in one instance let us crush the dragon under loose hanging crystal stalactites; our use of items like flash pods, bombs, and healing powders — things that only 5 hours of play before we'd only seen as curiosities, but now felt like necessities.
Meanwhile, Princess Peach is something of a tank, having a large number of hit points, a shotgun - like weapon that deals close range damage, and a shield ability that let's her soak up half of the damage enemies do to whoever she's protecting.
A monstrous machine that fires a little like a mortar in a top - down aiming interface, the Howitzer is surprisingly effective, dealing a ton more damage than a mortar at a much greater distance.
A lot of the time you'll be forced to give up a gun you like simply because it can't output enough damage to deal with enemies, only for you to find the exact same gun a few hours later that can, making you feel as though absolutely nothing has changed except..
The assault class is responsible for dealing the heavy damage, while the support class does various things like increasing ally movement speed or shielding allies from damage, and if either player of these two classes lags behind in their play, then the entire human team will be drawn into a prolonged battle.
Death's primary weapon is always a set of scythes, but you can equip different secondary weapons, like huge hammers, maces, and axes or smaller arm blades that deal fast damage.
Players who choose to fight as The Flash can deal damage with special moves like sonic boom, super speed, mach punch and cyclone.
, killing zombies, and completing quests grants progress towards three distinct skill trees: Agility, which handles the parkour abilities like slide - dashes and drop - kicks (the latter of which I found utterly useless, though the Internet at large has taken to calling the game as a whole «Drop Kick Simulator»); Survivor, which deals with crafting recipes, backpack size increases, and general quality - of - life upgrades; and Power, which focuses on dealing damage, granting elemental effects, and making melee weapons last longer.
Even better is the Thor - like ability to recall the axe back to your hand, which when correctly timed, can deal additional damage as it whips through more foes on its way back.
Luckily for us, trash cans, fire hydrants, knifes, and the likes are all in the fray giving you some big damage dealing options when you're in a pinch.
Everything at / below my level pretty much felt like it took way too long to kill (i.e. I couldn't kill basic dudes with a full clip before reloading) and that it dealt too much damage if I wasn't hiding behind cover.
Warlocks carry special abilities that allow them to cast magic bombs, Hunters can sneak around stealthily and turn temporarily invisible, and use light to shoot powerful shots or use a blade to get in close and finish the job, and Titans are the tanks, dealing heavy damage up close with special attacks like a ground pound, or protecting themselves with an energy shield.
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