this post was submitted on 22 Sep 2023
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Cyberpunk 2077

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submitted 1 year ago* (last edited 1 year ago) by SourDrink to c/cyberpunk2077
 

Not gonna lie, I was on the Sandy Heatsink train and loved the few second delay in-between activating it. With the current changes, looks like I'm going to have to rethink my build of Samurai Pistol merc.

Any ideas here?

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[–] [email protected] 3 points 1 year ago (1 children)

I have to agree the new system does feel much more restrictive and there just aren't as many synergies between stats. I have the feeling that builds are going to end up more monolithic.

I really miss Cold Blooded as well.

That said Throwing Knives and Headshot Handgun builds are kinda amazing right now.

[–] [email protected] 3 points 1 year ago* (last edited 1 year ago) (1 children)

Yeah, really wish we had more respecs or ways to experiment with this, you need so many perk and attribute points to make any build "work" atm. We might still have some synergies but they seem really weird so far - body and overdrive quickhacking maybe, so you have more hp and regen? So it's more of a bruteforce + combat hacking as opposed to the usual stealthy archetype?

I tried throwing knives for a bit but I didn't really see the advantage of it over a silence handgun tbh, and considering how often my jobs end up with a shootout it's nice to have a weapon that can fire more than once lol. I might give knives a try if I go the reflex/melee sandy run again (although it was kinda boring last time I did it before 2.0), since it seems they are pushing that synergy from the start with Saburo's knife and katana you get early on.

[–] [email protected] 3 points 1 year ago

I'm not playing either of them stealth.

Throwing Knives are pretty much insta-kills with a headshot and respawn so quick that with 1-2 perks you can knife juggle groups of 3-4 to death before they can react at about 30-40 ft.

Handguns take a little longer to come online but the Focus mechanic helps to line up headshots for run and gun.