Sentences with phrase «stats increases»

Not only movement however as stat increases and abilities are gained as well.
It's essentially a game of stats, where you must make the right decisions in order to get the optimum stat increases with each given opportunity.
Training cards no longer grant you a permanent stat increase on your players and now increase the players ability for just one game.
You should also be aware that enemies can pair up now as well, providing stat increases to enemies and making certain fights more difficult.
Fixed an issue for certain players where any second or third rare / very rare handling mods attached to a weapon did not apply the expected stat increases.
Most of the skill upgrades are minor stat increases and the crafting of gems to enhance weapons feels half - hearted as if it's only here because it's expected in a RPG.
You pick 1 of 4 characters with a special action ability and 3 trees of mostly passive stat increasing talents and its a FPS.
We're talking stat increases, weapons, special attacks and passive skills.
The main thrust is that weapons will acquire special type attacks depending on the type and upgrade, as well various stat increases.
The better the gear, the more stat increases your characters will receive.
New fighters can be earned by opening card packs or by defeating them in combat, and you can add permanent stat increases to them through prestige points you earn from starting over.
Most notably, you can't place allies beside one another to provide stat increases and protection.
Fixed an issue for certain players where any second or third rare / very rare handling mods attached to a weapon did not apply the expected stat increases.
As they only gain minimal stats increase after leveling up, performing Core Fusion is of the utmost importance.
Gear and the chapter stats only give a minor increase, however, as the main source of stat increasing come through cards - a Ragnarok series staple.
Though characters in Final Fantasy XII get stronger as they level, most stat increases come from the weapons and armor they have equipped.
Romancing SaGa 3 isn't too dissimilar to other SNES RPGs of the era, though it does have a unique level - up system where stats increase depending on what the character does in battle (so if they use magic a lot, the magic stat will rise.)
The only exception is that character's are granted stat increases for defeating enemies, so if you spend more time fighting as Optimus then he'll become a little bit more powerful than his comrades.
The isometric camera, stat increases on level up, new skills, tons of loot with each miniscule bonus making one item infinitely more worthwhile than another, all of that good stuff.
Each weapon you hold in your hands can be imbued with technomancy powers to add shock damage at the cost of focus energy resource while upgrade slots allow for extra stat increases as you progress through the campaign.
These points can be freely in 4 different attributes — Attack, Defense, Support, and Technic — which influence which stats increase the most.
The structure of Need for Speed: Payback closely follows the model set forth by 2014's The Crew, in combining RPG - style stat increases with arcade racing.
Upgrades are limited to only stat increases with no unique traits or skills to be found and so was a bit of a disappointing to me, the RPG min - maxer.
The skill trees seem really robust at first, but most of the skill unlocks are just stat increases — the last skill in each «path» is a large amount of whichever stat is important to the skills in it.
Players can also dole out stat increasing points upon levelling up and unlock new abilities via Burroughs.
The presentation itself was nothing short of jaw - dropping, showcasing a beautiful world with plenty of features including: weapon customization and skill - based stat increases, both 3rd and first person perspective (relative to specific abilities), integrated and well - designed cooperative gameplay systems and MMO based loot design.
Many of the items give you boosts and stat increases unlike any that you could achieve through the standard story quests or the base Arena challenges.
Gear can provide nominal stat increases, but specific bonuses are really hard to come by.
Assigning Occuli to a party member will add stat increases and sometimes an elemental attribute to their attack, defence or speed which can help greatly if used correctly.
In place of levels are stat bonuses via equipping new gear and minor stat increases after clearing each of the game's several chapters.
You have your main story missions which advance the overall narrative, alongside side missions which offer side bonuses such as stat increases or new items to add to your inventory, both of which are indicated with icons on a map you can reference as you make your way through the cities.
Rather than leveling up normally, the player must defeat every enemy in each room to gain permanent stat increases, though beating the game without doing so is entirely possible.
While the ship's stats increase with items gained after particular battles, the characters manning the guns make a difference as their strength is amplified by the cannons they are firing.
Of course, folks can also take advantage of several IAPs ranging from extra gold to stat increases, which basically put the game on easy mode.
It's not enough to unbalance the game, but at the same time the stat increases make such a minimal difference that their inclusion feels a bit pointless.
This system can essentially override level stat increases and indefinitely keep boosting characters to max out their stats, even past the level cap of 999.
As you increase Job Level, your stats increase as well as other factors, depending on the Job you have equipped.
Everybody plays in the host's world, but each player will have their stats increase, and can also claim items they scavenge, and then bring those resources back to their own save file.
When you have defeated your enemies you gain experience and some of your stats increase, and you also pick up money and any items your fallen enemy has dropped.
As these stats increase, you can take on bigger projects independently without the help of a publisher, this is achieved by taking risks with game development choices and mixing it up when it comes to game design.
Your stats increase after each fight.
And it is with every upgrade that we see our character's stats increasing or decreasing as displayed like every 8 and 16 - bit RPG game ever did: the arrows point up or down and the new number is either green or red depending on the upgrade.
Some are standard items, just granting higher damage outputs or defense, but others grant additional bonuses as well, such as elemental damage or protection, stat increases, and more.
And while you can equip anything regardless of your initial choice, stat increases are designed in such a way that they promote the use of one specific build.
This allows him a greater level of variety and customization, and coupled with the choice of where your stat increases go, when you level him up really makes him feel tailor - made to your style.
The castle will change (unless you lock it down a turn) but you'll still have any stat increases you've purchased.
The idea of buffing a character's general stats, similar to an RPG, in a fighting game seems unusual and unfair especially when facing an opponent who might have lesser or even no stat increases.
a b c d e f g h i j k l m n o p q r s t u v w x y z