History Main / EvolvingAttack

15th Jan '16 10:02:14 PM Kuruni
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* ''HybridHeaven'' by Konami is probably the king of complex Evolving Attacks. The character first learned a move (by having it used against him) and then gained levels in it by using it over and over again. However, each use also increased the Attack power of the specific body part used in the process, so a left punch would increase the Left Arm's attack, and so on. Defense was increased in each body part by taking hits in the part. Finally, for reasons this editor never determined, HP increased over the course of the game as well, depending perhaps on the number of fights encountered.
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* ''HybridHeaven'' by Konami is probably the king of complex Evolving Attacks. The character first learned a move (by having it used against him) and then gained levels in it by using it over and over again. However, each use also increased the Attack power of the specific body part used in the process, so a left punch would increase the Left Arm's attack, and so on. Defense was increased in each body part by taking hits in the part. Finally, for reasons this editor never determined, HP increased over the course of the game as well, depending perhaps on the number of fights encountered.
19th Dec '15 5:55:37 PM nombretomado
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* In ''{{Shenmue}}'' for the Dreamcast, the main character's attacks all start out as borderline competent and somewhat sloppy, leaving no doubt as to why he was no match for [[BigBad Lan Di]]. The more he uses his attacks, whether in actual combat, in training sessions with his friend or solo practice, the higher his proficiency with using any move becomes. The higher the proficiency, the more graceful each attack or counter-attack manoeuvre gets, leaving fewer openings, having shorter recovery times and striking with more power and precision. This is practically mandatory if he is to defeat [[HopelessBossFight Chai]] in the arcade ambush.
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* In ''{{Shenmue}}'' ''VideoGame/{{Shenmue}}'' for the Dreamcast, the main character's attacks all start out as borderline competent and somewhat sloppy, leaving no doubt as to why he was no match for [[BigBad Lan Di]]. The more he uses his attacks, whether in actual combat, in training sessions with his friend or solo practice, the higher his proficiency with using any move becomes. The higher the proficiency, the more graceful each attack or counter-attack manoeuvre gets, leaving fewer openings, having shorter recovery times and striking with more power and precision. This is practically mandatory if he is to defeat [[HopelessBossFight Chai]] in the arcade ambush.
1st Nov '15 9:10:55 PM nombretomado
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* In the ''RatchetAndClank'' series, starting with ''[[RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.
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* In the ''RatchetAndClank'' ''Franchise/RatchetAndClank'' series, starting with ''[[RatchetAndClankGoingCommando ''[[VideoGame/RatchetAndClankGoingCommando Going Commando]]'', each weapon had an experience meter; when it was filled, the weapon would evolve into a better version of itself. ''[[RatchetAndClankUpYourArsenal ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' added a five-level system, wherein levels 2-4 resulted in incremental increase in ammo capacity, range, and damage, with the fifth level being a radical change in appearance, area effect, and even name, adding a [[InfinityPlusOneSword mass-destruction effect]] to almost all weapons. ''[[RatchetDeadlocked Deadlocked]]'', however, went crazy, with up to ten levels available on the first playthrough. All but the tenth consisted of a modest damage upgrade, and an additional mod slot with a free exchangeable weapon mod to go with it. In the NewGamePlus, weapon levels went all the way up to 99, each just increasing power.
14th Jul '15 10:18:11 AM nombretomado
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* In ''{{MARDEK}}'', powers come attached to items, but if you use a power enough it becomes "mastered" and you can then keep the power [[strike:if]] when you remove the item.
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* In ''{{MARDEK}}'', ''Videogame/{{MARDEK}}'', powers come attached to items, but if you use a power enough it becomes "mastered" and you can then keep the power [[strike:if]] when you remove the item.
15th May '15 6:32:33 PM nombretomado
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* ''[[DotHackGUGames .hack//GU Redemption]]'' introduces advanced Arts that the player unlocks after leveling their weapon skill enough. This gives them a nifty new attack which improves in power and cost-effectiveness for each subsequent level in that weapon skill they raise.
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* ''[[DotHackGUGames .''[[VideoGame/DotHackGUGames .hack//GU Redemption]]'' introduces advanced Arts that the player unlocks after leveling their weapon skill enough. This gives them a nifty new attack which improves in power and cost-effectiveness for each subsequent level in that weapon skill they raise.
7th May '15 3:18:22 PM AnotherGamer
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** ''VideoGame/CastlevaniaOrderOfEcclesia'' has attribute points for each attack type/element. They can be increased by either killing enemies using the corresponding type of attack, using "Drops" that come in several colours, each one raising the attribute points of a different attack type or absorbing glyphs which increases each attribute by 1. Every 328 or so attribute points equals an extra point of attack power when using glyphs of that type.
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** ''VideoGame/CastlevaniaOrderOfEcclesia'' has attribute points for each attack type/element. They can be increased by either killing enemies using the corresponding type of attack, using "Drops" that come in several colours, each one raising the attribute points of a different attack type or absorbing glyphs which increases each attribute by 1. Every 328 or so attribute points equals an extra point of attack power when using glyphs of that type.type, totalling 300% attack strength for that element at the maximum [[PowersOfTwoMinusOne 65535]] points.
1st Apr '15 8:53:08 PM nombretomado
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* Similarly, leveling up a character's weapon in the ''DynastyWarriors'' games unlocks longer combos and more powerful Charge Attacks.
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* Similarly, leveling up a character's weapon in the ''DynastyWarriors'' ''VideoGame/DynastyWarriors'' games unlocks longer combos and more powerful Charge Attacks.
20th Jan '15 1:24:15 PM ThemJohns
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* In ''VideoGame/LeagueOfLegends'', Kha'zix can evolve one of his skills every time he levels up his ultimate, granting them additional bonuses. He can evolve three out of four skills at most, ''unless'' there also happens to be a Rengar on the enemy team, both are at a high enough level, and he kills him first, which gives him a fourth evolved skill.
15th Sep '14 6:21:56 AM Nirual
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** In addition, some skills are automatically changed into something else based on certain factors, such as talent choices. *** Warlocks in particular have a bunch of their spells changed depending on their specialisation, such as a Demonology Warlock using Metamorphosis or an Affliction Warlock using a Soul Shard to empower one of their spells.

* In ''VideoGame/MassEffect2'' and ''3'' you can evolve Shepard's and his/her squad's powers when you upgrade them all the way. The choice is usually along the lines of either more damage or a wider area of effect.
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* In ''VideoGame/MassEffect2'' and ''3'' you can evolve Shepard's and his/her squad's powers when you upgrade them all the way.way (the last three tiers in the latter). The choice is usually along the lines of either more damage or a wider area of effect.
2nd Jul '14 1:46:25 PM Aiguille
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* ''WorldOfWarcraft'' now makes all its attacks evolve ''passively''. Before patch 4.0.1, new abilities (and upgrades to known ones) were obtained from your class trainers at certain levels. The patch does away with this requirement; now, abilities are only learned once when the level requirement is met, and their effectiveness scales up as the player's level increases.
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* ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' now makes all its attacks evolve ''passively''. Before patch 4.0.1, new abilities (and upgrades to known ones) were obtained from your class trainers at certain levels. The patch does away with this requirement; now, abilities are only learned once when the level requirement is met, and their effectiveness scales up as the player's level increases.

* ''{{Warcraft}} 3'''s heroes have three 3-leveled and one ultimate spells that can be upgraded, one per level.
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* ''{{Warcraft}} 3'''s ''VideoGame/WarcraftIII'''s heroes have three 3-leveled and one ultimate spells that can be upgraded, one per level.
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