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" ... Destiny builds really only open up when you get all 10 armor slots, and cooldowns and stats feel much better with 60 extra stat points you get from Masterworking. It takes 7 Shards and a bunch of prisms to Masterwork a set of armor with an exotic piece, but before this, I hadn’t Masterworked a single piece of exotic armor in like two years, since the cost just seemed too high. But running GMs, Shards instantly go from like the holy grail of Destiny materials to things the game actively wants you to spend pretty frequently, or else you’ll lose them because of materials caps. ... "
" ... Here we go. It will take some time to figure out if Battlefront 2’s use of loot boxes is truly awful or just annoying, but either way, I’m not a fan. You are reliant on loot boxes for weapon upgrades and ability “star cards” that reduce cooldowns or increase damage. Though there is a crafting system in place, it’s mostly the luck of the draw, and once these loot boxes are purchasable, luck may end up having very little to do with it. It’s sort of a kick in the teeth when you get killed by an enemy who manages to have top-notch Star Cards on their character, boosting damage or health or reducing cooldowns, while you feel undermatched. Yes, you can earn these boxes and items through playing the game, but it’s hard to see how paying players won’t have an early advantage. Maybe the game will be balanced well enough that this doesn’t matter, but compared to how many other shooters handle unlocks and upgrades, moving to an entirely loot box-based system feels designed for pure monetization while making the game actively worse than it might have been otherwise. I’ll probably write a whole article about this at some point. ... "
" ... I don’t know what will change between this beta and the final release. It seems like cooldowns could be easily adjusted to some degree, but that might unbalance Bungie’s precious PvP again. The weapon loadout system is a fundamental change to the game that is not going away at this point. It’s a major redesign that simply can’t be undone, and while I’m willing to give it more of a chance to see if more weapons will be introduced to make the two primary slots feel more diverse (like the Titan minigun), I am still skeptical that this was the right decision for the game. I don’t think increased ammo drops alone will fix the fundamental issue with this system. ... "
" ... Talents and weapon perks need reworking themselves, too. Like right now, some talents are just stupidly, obviously better than others. In endgame modes where every single enemy is coated with armor, of course you’re going to want the “extra armor damage” destruction perk on every gun you have. Same goes for things like increased damage against elite and named enemies (which are like, the entirety of Challenge mode enemies), or even perks like crit damage or proximity damage on SMGs, which are never not going to be useful. When you compare those talents to ones like “every kill when your signature skill is active lowers your cooldowns,” it’s not even close. There’s no build strategy there. You just want the three best talents, every single time. Inborn weapon perks need help too, as SMGs automatic 20% crit chance and marksman rifles headshot damage make those two guns way better than assault rifles, LMGs and shotguns, which, so far as I can tell, have no inborn perks at all. ... "
" ... That said, armor is currently rather lame. Stats are essentially meaningless, as all Intellect, Strength and Discipline do are reduce the cooldowns of your three main skills. That's all well and good, but given that I often save my Super for the right moment, I don't care if it recharges 30% faster. A more frequent grenade is nice, but melee cooldown is barely noticeable at all. In short, stats mean next to nothing and you'll barely notice them in gameplay. ... "