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Good news is, legendary mods now only go on legendary armor, so were all the more suggested to look like clowns for the sake of stats. Transmog maybe in 2024, cant wait.
tbh i dont think it matters since you'll 1-2 shot enemies in the end game anyways
Now you can't get more than low 2k, so armor (and so armadillo mods) are basically worthless.
Just make sure your gear is at approximately your level so you're dying in 2-3 shots instead of 1-2 shots and that's the best it's getting. Put the rest of your mods elsewhere.
(If you're trying to be durable, you're probably using shotguns or melee weapons, and you're going to rely on slow time and killing everything before it can shoot you, a very, very large amount of health regen, or both.)
you can't stack as much armor and stuff though
The gameplay isn't nerfed...it was just insanely easy to become unkillable at lower levels before 1.5
The damage nerfs are whatever, doesn't really matter, I can still 1shot everything just fine if that's what i decide I want to do, I just have to put some thought into it.
But armor is now basically worthless.
The (extremely generalized) way armor used to work (at level 50) was ~5k armor doubled how many hits it took dangerous enemies (snipers, max-tac, heavies) to kill you, and ~7k+ was functional immunity to bullets except from snipers and bosses.
2k armor (around the max you can have now) buys you *1* extra hit from most dangerous enemies. Which doesn't really amount to much.
Yellow enemies barely scratch me. It's the red ones and the skulls that you have to be careful with. I just have random armor that I find on the ground with no mods.
https://www.youtube.com/watch?v=jeFvwTJ75gA
It's your difficulty level and/or the specific enemies you're fighting.
All 'yellow' enemies are not equally dangerous.
Tigerclaws are on the weaker end of the scale because you're intended to fight them earlier on.
Those in the video are Valentinos by the way.
Also having a range of weak enemies doesn't make it not level scaling. It is level scaling when previously strong enemies become weak. Already weak enemies like the Tyger Claws staying weak is not a contradiction to scaling.
https://steamcommunity.com/sharedfiles/filedetails/?id=2771143654
Early in the game on this NCPD mission, these Animals are red skull level and will 1-2 shot you. I went back to them and now they are yellow and did very little damage to me.
Enemies do not stay the same threat level.
Also I think level scaling is the wrong term, it's like the opposite of level scaling. The problem being that enemies don't scale, so they just rely on making enemies meant to be handled later really strong.
But yeah they completely nerfed crit chance and clothing mods into the ground; with 20 dexterity and 16-ishintelligence for legendary head mod crit chance you might hit 20% crit chance.
As for mods I only found one legendary mod that increases crit chance by a whooping 8%, yay, might find another (hard to say), but stacking with gun mods might (along with 20 dex for 10% crit chance, and leg cyberware) might be able to hit 40% at most.
I made this just for fun, it doesn't even include some of the stat bonuses. this is mostly from just armor. But now that it was all nerfed, i wish i actually found the true max.
IDK what the the issue is, but I have 1179 armor, at lvl 26, and am not having any issues.
So why is there so many people crying about the nerfed armor?
Armor was not nerfed, the maximum armor you can get was nerfed. Armor works the same as it always did.