The phrase
"weaker enemies" refers to opponents or rivals who are not as strong, powerful, or skilled as someone else. It means facing an easier or less formidable challenge.
Full definition
One nice feature is that it is easier to run away
from weaker enemies than stronger enemies, which makes sense in a lot of ways.
This remains a constant, but when you gain a level,
then weaker enemies provide less points than they did previously.
It's deceptive
how weak some enemies might seem yet they have the ability to take out half of your health with a single swipe.
There seems to be more of a focus on crowd - control techniques working with groups of
slightly weaker enemies, rather than singular threats.
Don't expect it to be a «kill everything» attack, as it's more just to help against a swarm of
weaker enemies in a worst - case scenario.
Therefore, you know what the game is about: a hack n» slash title in which you slay literal thousands
of weak enemies at a time, taking control over strongholds, and usually beating a boss at the end of the level.
This system means that if a player finds any part of a Dragon Quest game too difficult, he can simply fight
against weaker enemies until he becomes strong enough to have an easier time of it.
For starters, you begin the game with a massive 50 HP (in a series where
weak enemies do between 2 and 5 damage per hit).
A great weapon find is doubly precious for being temporary, so you won't want to waste its short life
on weak enemies, and it's always good to have one or two lesser pieces on hand.
Fights are also clunkier in single - player, since both ultimate and trial battles throw several
weaker enemies at you, and the lock - on mechanic isn't as intuitive when facing more than two opponents.
They are among some of the most common and
weakest enemies found throughout Hyrule, and can be found in all four of its regional Realms.
If you need to, you can always move back to earlier floors in a dungeon and
fight weaker enemies or visit a shop for health potions.
The Legend of Heroes II features an AI that will pick its battles,
where weaker enemies may run off if you are too powerful.
Larger areas feature boss encounters like a fight against a giant water snake and those lead into smaller passages littered with
weaker enemies as well as campsites to take a brief break (though Gladio and Cor's respites don't come with the fun of Ignis» detailed meals).
Wesker's Cobra Strike head stun melee can still
kill weaker enemies with a single hit without prior damage, but it is much slower now.
Often a larger, more powerful enemy will attack head - on, all
while weaker enemies flank you or attack from a distance — making it impossible to successfully block and attack.
This risk - taking can help you quickly take
down weaker enemies, but can equally leave you wide open to retaliation if you misjudge your battle strategy.
Difficulty: Not being able to blow
away weaker enemies with the wave of a wand should make my Dark Souls run harder, but so far, with one exception, it doesn't feel that way.
It's even justifiable, considering the bulk of combat is against
very weak enemies who don't require a lot of fancy moves to defeat.
If an enemy has already turned Elite, or if there is a particularly difficult enemy in the fight, try to weaponize
other weaker enemies in the battlefield against it.
You will get stronger, and realize you can use your «Rune Strike» to take out
weaker enemies much quicker.
Additionally,
weaker enemies inhabit completed rooms, and you can farm them for health and money (to buy equipment at hidden shops) in a bind.
The EXP limit for
defeating weaker enemies is less severe, while the EXP bonus for defeating stronger enemies has increased.
With these you can turn invisible to enemies, lob bombs at them, make them chase you, or even
annihilate weaker enemies instantly with field barrier.
When I was a kid, for reasons I will never be able to explain, I was a total pansy when it came to risking my virtual life in games, and so I leveled up by fighting the
absolute weakest enemies that gave experience, two points each, for days» worth of play time.
As each enemy you kill gives you additional AP to use for your own party, it behooves you to take out
weak enemies quickly, so you can use the really punishing, AP sucking, monster attacks on the stronger enemies.
A King Dedede amiibo outfits Kirby with a hat that grants him six health bars instead of the normal four, and the Meta Knight amiibo gives Kirby a mask that lets him use a fast dash that blasts right
through weaker enemies.
Talion and Celebrimbor make for an amazing dual lead character; not only in their back and forth dialogue but also their actions as they seek intel on the Orcs higher up the chain of command by
interrogating weaker enemies after sneaking up behind them to reveal intel on the weaknesses of a captain resulting in Talion knowing how to use the power of the wraith to capitalise on the captain's fears to turn the battle in Talion's favour such as an instant kill from a beast attack.
Attacks might be a little bit speedier, and
weaker enemies go down a little bit easier in Dark Souls III, but the game doesn't reward offense nearly as much as Bloodborne does.
Dark Souls and its predecessor reminded me quite a bit of Link's Adventure, a game where you're supposed to use a spell (appropriately named «spell»)-- which normally
turns weaker enemies into slime — in a very specific spot in one of the towns to make a building arise from underground, with only the vaguest notion of a clue to tip you off.
It is effectively a replacement for the Boomerang, in that it is capable of cutting ropes, dealing minor damage to or
stunning weaker enemies, and collecting items for Link.
This is good because it helps players better control their speed, keep momentum when
bombing weak enemies, and charge another Bomb Burst!
Collecting hearts to restore health is as simple as leaving a room and reentering to find vases or
weak enemies magically reappeared, along with their randomly dropped hearts or rubies after being destroyed / slain.
It
repels weaker enemies, checking the player's current level to calculate which enemies are kept at bay.
Later on you can pick up a bazooka - like weapon which your mechanic can use to take out
weaker enemies in a single hit, or to strip the armor off the bigger baddies.
The battles themselves are turn - based and while the old RPG mechanics keep things engaging and thought - provoking (unless you're smacking
on weaker enemies that is), the Momentum system adds a bit more interaction with the battles and makes you stay more on your toes.
A little like Dark Souls or a fighting game, combat in Monster Hunter is rarely a simple equation of strong weapon
against weak enemy, but a well - rehearsed ballet of move recognition, timing, and environmental awareness.
It fact it's another distraction as the warming movement is picking it's
weakest enemies as if David Brooks represents «conservatives» on NPR.
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.
Likewise,
weaker enemies will run away upon seeing you, making the world feel immersive.
It might be best to save some of
the weaker enemies for a mid-battle boost to the Soul Gauge, for example, rather than taking out the weakest enemies first and saving the strongest for last.
Duel will give players a chance to head off one - on - one or Scramble where players can try to take out a swarm of
weak enemies.
One of the hallmarks of the Musou series is the element of controlling a massively overpowered character amongst a sea of
weak enemies.
In Paper Mario, Mario can level up enough so that
weak enemies will not give him Star Points upon their defeat, and once he reaches level 27, he will not receive any more Star Points at all.