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Edit: Grenades and Health items are persistent items that are on a timer and don't deplete now.
You can heal twice within a period of time while you're performing the mission and if you try to heal again before the timer allows it, you just won't be able to heal till the timer allows you to. Same applies for grenades.. if you throw 2 quickly, you have to wait for the timer to come back to throw 1 or 2 again. It's dumb.
Yes, this is how a huge part of the fan base feels. Not only did they make those changes, but they removed 90% of looting from the game, removed the old skill tree and added one straight out of a shooting game and the cherry on top is that they added level-scaling, meaning enemies will always be the same level as you from the beginning to the end of the game. You'll never be able to go into a new area and try to take on that gang 10 levels higher because it can't happen.
Yeah, adding caps and timers to things that didn't have them before is such an improvement...totally..
Since the game was designed to allow that, yes, it was way better. Now we have a shooter more than an RPG.. heck, they even made levels mean nothing now!
https://www.cyberpunk.net/en/build-planner?a=33333&b=&r=&i=&t=&c=&e=
Also 1.63 you sometimes were not able to scrap low lvl health items or nades.
Now you can be like me and have your underpowered gun (since they nerfed them all) and spec into running around makes you avoid more bullets so you can wait for the timer on your heal to avoid dying and get back into the fight. Thrilling, huh?