That's
the only weakness in his game.»
Not exact matches
If Karius is struggling with crosses
in a league where teams average 13.7 crosses per
game (and no team averages more than 19 per match) and is coming to a league where the average is 20.9 per team per
game (and
only two teams average fewer than 19 per match) then he is going to be severely tested
in one potential area of
weakness in the Premier League.
As with any fighting
game worth its salt, every character
in Injustice 2 has their own strengths and
weakness, as well as specialized attacks accessible
only by hitting just the right combination of buttons.
- the 18 returning classes were chosen by seeing which popular classes would fit with the
game - they also wanted to include classes to cover roles that the roster was lacked - the Pugilist class was added because the first group of classes selected did not include any with bashing and binding attacks - War Magus was added because the Medic was the
only healer class
in the roster at that point - they couldn't simply include all popular classes as that would have skewed the balance of the
game - as for the Hero class, they with balanced offensive and defensive capabilities, but this made things to similar to other classes - this was rectified by adding after - images and other skills with good synergy - when an after - image appears, it does the same skills as the Hero, except on the following turn - it becomes possible for skills that usually can not be used multiple times
in a row to be activated multiple turns
in a row - it also means skills that
only have an effect for one turn can be extended to two - after - images use not
only the Hero's own class skills, but also their subclass skills - if the subclass is an Imperial, the Drive skill can be used multiple times
in a row - when using Hero as a subclass to Nightseeker, the character can cover the Nightseeker's
weaknesses of having low defense - after - images can also help increase the chances of inflicting status ailments - subclasses can be used to make up for
weakness - Swordsman, a class that can learn speed and accuracy boosting skills, would be a good subclass for the Gunner - Reaper as a subclass for War Magus would allow that character to use the scythe's skills to inflict status ailments - the skill tree is slowly unlocked as a character grows - there are more skills that make jobs» individual styles stand out more, or expand the player's choices - the skill tree is also made so that there are less requirements to learn specific skills as compared to 5 - this makes it easier for players to get the skill they want without spending large numbers of skill points on lower skills - it's now easier to put points into skills, which makes re-specing easier - the team faced difficulty
in balancing classes that were never meant to be alongside each other - they are doing their best to ensure that they keep the individual classes» identities intact
This regal Treasure Demon is
only weak against Gun attacks, so it is the easiest rare monster to knock down
in the
game, as every party member can hit it's
weakness.
In Persona 4, the ally with the great instant kill spells only joins up fairly late in the game & has other weaknesses to compensate for
In Persona 4, the ally with the great instant kill spells
only joins up fairly late
in the game & has other weaknesses to compensate for
in the
game & has other
weaknesses to compensate for).
More often than not,
games fail for a lack of mechanical soundness, but
in this case Sumioni: Demon Arts»
weakness lies
only in its lack of sound
game progression.
It's about repeating the same area of a
game, again and again, learning each individual enemies attacks and
weaknesses until your incoherent screams and cries become cheers of pride and joy
only to be stabbed
in the face and die... again,
in the next area.
All the
game's little touches
only further demonstrate its understanding of those principles, such as elements generating other elements the longer you stay
in a dungeon (although for some reason, changing a gururin's
weakness doesn't follow this or any logic).
In fighting
games you have to pick a character and deal with not
only their strengths but their
weaknesses as well.
As you progress
in the
game, you gain access to the different colors
in battle, which not
only temper your weapons to exploit elemental
weaknesses, but
in turn allow you to learn the magic of a particular color.
By any means, this isn't a
weakness in itself, but when combined with a surface level story and shaky gameplay mechanics, the result is a
game that can
only be called decent at best.