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Instead the system is designed to throw players into build archetypes (evidenced more by the passive stuff they didn't allow anyone to talk about or mention) which only benefits their ideal combinations of things. Freebuild is frankly dead at this point because either you play into one of the new systems, or you don't do so and massively lose out on DPS, survivability or other key functions.
That said all of the capstone skills look awful to me as well. Quick melee bonus after using a shotgun? Health item recharge after neutralising an enemy? I have a couple ideas in mind that will be beholden to hitting requirements for stuff like this or playing around it, rather than just playing the damn game.
That entire tier looks scuffed save for maybe SMG or hacking (of course) in a couple places. Fully half of them are requiring another time stacked bonus to be active.... The only reason people liked Cold Blood was because it was decent, but activated on kill, which was accessible. 99% of this other crap is not accessible, it's a cutscene of actions every time you enter combat to have the chance to trigger them. why?
You have 2 choices. Play a broken optimized build or mentally accept that our current playthrough is for role playing purposes and youre going to struggle. Im just waiting for PL to drop.... there's no point replaying the game right now.
It's not just existing playthroughs that will be done over by this though, it's all playthroughs in the current builds. The system is "Steamlined™" but is it actually fitting of the word in the sense that a massive bite was just taken out of player accessibility and capability builds wise?
I could take or leave a couple flashy git animations for things I never use and will likely never use ever, for the sake of freedom to play as I like, which I had once, and now don't. The game (up until a day or two ago) was never really a class based system. Now it 100% is, and even at that the higher tiers have some glaring gameplay flaws I don't want to see, especially in a title that's supposed to be revitalising itself by doing better and fixing things that needed it.
Here's one for you then; what part of logical pattern makes sense to the new cyberware weapons system tying elemental damage types to core attributes due to how that has been set? Especially when certain enemies are resistant to one or another type?
It allows for perks in the trees to let new effects function but overall does nothing if you wanted to take a certain damage type for said weapon that isn't the buffed one for a certain mission (as a properly set loadout could previously).
I hate that the system funnels play into the same things over and over again in play (notably, the new ones) rather than letting people play with the tools they were given. It's a limitation, not an upgrade
now u just see people going pure melee builds coz well they are op ...