Cyberpunk 2077

Cyberpunk 2077

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Wow......they nerfed ALL the cybernetics in 2.0 didn't they?
I have been checking out the effects of Cyberware (From Circulatory, to Frontal Cortex, to Cyberdeck), and everything is weaker or has a changed and less potent effect.....

One of the most egregious (and nonsensical) is the "Bioconductor", it's flavor text is: "Facilitates superconductivity in the circuitry that connects the body's cyberware."

Before 2.0 it's effect was: Reduces all Cyberware Cooldowns by 30%

After 2.0 its effect is: Allows your quickhacks to deal Crit Hits. 15-35% Crit Chance with quickhacks. −4 Max RAM

(On a side note......what on Earth does giving Quickhacks critical damage have to do with: "Facilitates superconductivity in the circuitry that connects the body's cyberware."? As Quickhacks are purely related to the Cyberdeck.....)
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Showing 1-15 of 31 comments
atrox Nov 8, 2024 @ 2:48am 
Why two posts ranting about 2.x changes ?
Quite everything has changed, it nearly feels/works like another game now. See post in the other thread:

Originally posted by atrox:
Originally posted by Tentacule Un Seigneur:
That has nothing to do with the original part of this post.

Of course it has to do with it. Revert to 1.9 if you don't like the 2.x/DLC changes.

The changes in 2.0 are massive - there was no stone unturned. They did not only change all cyberware - they also changed hacks, the talent trees, how cyber-limit/health/armor works and so on. Too much to list it in fact, check the patch notes.

I'd suggest to start a new playthrough with 2.1, it's quite hard to adapt to the new systems from an old save.
Last edited by atrox; Nov 8, 2024 @ 2:54am
Mr.America Nov 8, 2024 @ 2:49am 
The step from 1.x to 2.0 was quite significant and, imo, a double edged blade. The previous system allowed for alot of build freedom, synergizing with many different things, but felt old school rpg-ish, with perks and cyberware mostly doing +% something. 2.0 Changed things around to make enhancements give you additional powers instead of boosting existing ones. On one hand, this removed tinkering with builds and getting obscene results (100% crit chance and ridiculous damage for example) but it streamlined overall builds. Basically, unless you try to ♥♥♥♥ it up, you will eventually arrive at a strong build, but build variety is drastically reduced.

For example, I had a vampire-themed goirlla arm katana wielding monstrosity that was basically unkillable through high defense and health steal via bleed. Obscure build, and was obliterated with 2.0. But I could easily replace it with basically the same build idea, e.g. unkillable melee tank.

In your case, you probably had something like infinite sandevistan? It can be done rather easily now, however it's quite a hassle to figure out the correct parts again, all at once.

I'd recommend starting a new character if you're returning to CP77 from an older playthrough instead of continuing your existing V.

edit: I saw your other post, you are trying to make a quickhacker? If I remember correctly, I had a build planned for that playthrough, focusing on INT/REF/TECH and building around electric damage, electric mantis blades and quickhacks. Intelligence cyberware all come with all damage up bonuses (with some exceptions) and plays around receiving damage and healing up from dealing damage. If you build it correctly you should do tons of damage, with high crit chance and immense RAM recovery while having your health constantly depleting and refilling while you jump around. At least in my mind, it would play as a highly mobile and aggressive build, unlike the 1.x stealth and passive hacker killing everything at once from afar.
Last edited by Mr.America; Nov 8, 2024 @ 2:59am
Originally posted by atrox:
Why two posts ranting about 2.x changes ?
Quite everything has changed, it nearly feels/works like another game now. See post in the other thread:

Originally posted by atrox:

Of course it has to do with it. Revert to 1.9 if you don't like the 2.x/DLC changes.

The changes in 2.0 are massive - there was no stone unturned. They did not only change all cyberware - they also changed hacks, the talent trees, how cyber-limit/health/armor works and so on. Too much to list it in fact, check the patch notes.

I'd suggest to start a new playthrough with 2.1, it's quite hard to adapt to the new systems from an old save.
This post is about a different subject matter of course.

As I mentioned, after examining them, Every single piece of Cyberware has been nerfed in how it works compared to before 2.0, I made this post due to that fact rather shocking me.

I mean, I can understand rebalances, but to reduce the potency of every single Cyberware in the game......it just strikes me as very odd in a game where your cybernetic augments are central to the games mechanics and story.

The Biomonitor had it's effect sharply reduced....
The Optical Camo had it's effect sharply reduced.....
Cyberdecks were thrown in the garbage bin, less than a third what they once were....

Almost all of the Cyberware is between 20% to 50% less effective than it was before 2.0..... While some like the aforementioned Bioconductor have had their effect entirely changed (And not in a good way).
Last edited by Tentacule Un Seigneur; Nov 8, 2024 @ 3:09am
i was gonna do a new play. threw but gonna lie. All This new stuff. just got me to the point i got so confused and didnt wanna play lately. waiting on more reviewers. and stuff about play Styles. of 2.1 i think the game is on now?
Originally posted by Mr.America:

edit: I saw your other post, you are trying to make a quickhacker? If I remember correctly, I had a build planned for that playthrough, focusing on INT/REF/TECH and building around electric damage, electric mantis blades and quickhacks. Intelligence cyberware all come with all damage up bonuses (with some exceptions) and plays around receiving damage and healing up from dealing damage. If you build it correctly you should do tons of damage, with high crit chance and immense RAM recovery while having your health constantly depleting and refilling while you jump around. At least in my mind, it would play as a highly mobile and aggressive build, unlike the 1.x stealth and passive hacker killing everything at once from afar.
What do you mean by Crit Chance? Unless you use that Bioconductor Quickhacks don't deal critical hits do they?

I was talking about making a pure Hacker build like I did previously. Not using any mantis blades or such. I prefer playing a character that keeps his distance.
(In Souls games I normally play a wizard or such)
Last edited by Tentacule Un Seigneur; Nov 8, 2024 @ 3:16am
Mander Nov 8, 2024 @ 3:21am 
Don't feel like that, no.
Paired with the new perk system, what we can do now is above what we had before.
SURE, some OP aspects (contagion spam) have been nerfed, but imo the quality is better now.
Originally posted by Mander:
Don't feel like that, no.
Paired with the new perk system, what we can do now is above what we had before.
SURE, some OP aspects (contagion spam) have been nerfed, but imo the quality is better now.
I am purely talking about the numbers.
For instance, the Cyberware called "Heal on Kill" had the following effect:

Before 2.0: "Instantly restore 10% health after a kill"

After 2.0: "+3-7.5% Health when you neutralize an enemy."

Even at max tier, the version from 2.0 is 25% weaker....
And it is that way for ALL the cyberware.
Mander Nov 8, 2024 @ 4:26am 
Originally posted by Tentacule Un Seigneur:
Originally posted by Mander:
Don't feel like that, no.
Paired with the new perk system, what we can do now is above what we had before.
SURE, some OP aspects (contagion spam) have been nerfed, but imo the quality is better now.
I am purely talking about the numbers.
For instance, the Cyberware called "Heal on Kill" had the following effect:

Before 2.0: "Instantly restore 10% health after a kill"

After 2.0: "+3-7.5% Health when you neutralize an enemy."

Even at max tier, the version from 2.0 is 25% weaker....
And it is that way for ALL the cyberware.

A nerf of 2.5% of the potency of a cyberware is... hardly noticeable, considering how fast you can kill enemies now.
Let me put it this way: before 2.0, we were tanks exchanging blows. After 2.0, we’re tanks, on meth threads, with wings, shooting rainbows and Raufoss Mk211 from our backside.
My favorite build, which isn’t even among the best, made my V in 2.0 a bunny hopping ambush predator with a penchant for automatic shotguns and heavy machine guns plucked from their sockets, with controlling netrunning for stealth.
You say we’ve been made weaker… on paper I could even agree.
But in practice? We’re hyper lethal vectors unleashed by our cyberware.
Last edited by Mander; Nov 8, 2024 @ 4:27am
Death Approaches Nov 8, 2024 @ 4:34am 
yes, in some cases considerably. in 1.x as MrAmerica points out, many enjoyed running top-shelf sandy with all legendary heatsinks running nearly continuously; and cooldown time went at normal pace while your kerenz was active so you could literally be a non-stop unkillable god, with very little skill at it. You could rampage with your mantis from Watson thru Pacifica and only stop because your fingers got tired. (and had very few MaxTac, not as badge response)

2.x on the other hand, adds skill to the mix. clowns and gonks need not apply, you'll end up zero'd on the sidewalk. plan, wait, and stage your various activations, not spam.

building your loadout, both weaponry and wares takes more thought, picking your perk trees even more, and the 'gatekeeper" thresholds of perk tiers specifically set so you must choose... even the bonuses from weapon switching are choice; but a firefight before may have been activate your slotted cyberware power and swing/fire with that one weapon... now it's ~8 keypresses/buttons while swinging/firing/throwing 2,3, or all 4 weapons. Much more frenetic.

at first, it's infuriating, and you want to immediately run and set 1.63 Legacy mode. But don't. It's a much better system once you get used to it, you'll see just how much more thought and planning went into it. it's like two games in one it's so different, but the 2nd iteration is harder, faster, and a lot more fun. Try not to compare it to what was, just take it as you find it. Because before, by mid-game? it was just a boring but pretty walking simulator even on Very Hard. Zero risk. Well, now there's risk. You still get OP in the end, but what legend of Night City isn't? :moxes:
wesnef Nov 8, 2024 @ 7:57am 
Yeah, in the old system you could have a couple pieces of cyberware that'd do Big Things. 2.0 is aligned more towards having Lots Of Cyberware, that all add up to Big Things. So yeah, if you look at an individual piece, it got 'weaker'. But now you'll have three times as many pieces and they all add up.

Plus, the various extra bonus stats that pieces get as you upgrade them to higher rarities.


It's a different system, comparing CyberThingX 1.6 to CyberThingX 2.0 and saying "it's 40% weaker" is kind of apples & oranges.
Pakratjr Nov 8, 2024 @ 1:15pm 
I played through pre 2.0 six times and enjoyed every minute of it.

Did my best to get used to 2.0 but just couldn't. Too many little things that just didn't "work" for me anymore with my preferred playstyle.

It's a bummer to because I did like Phantom Liberty on its own.

I still have 2.0 installed with Steam but I also still have my pre 2.0 version as a separate install and I just play that one all the time.
Grubbs008 Nov 8, 2024 @ 1:25pm 
Cyber deck is still extremely powerful late game with the iconic hacks. I can still wipe out elites in 1-2 hacks.
Originally posted by Grubbs008:
Cyber deck is still extremely powerful late game with the iconic hacks. I can still wipe out elites in 1-2 hacks.
It is a fact though that Cyberdecks are MUCH less powerful than they used to be though.

A good example is that the Netwatch Netdrive Mk.5 used to have four effects, one of which was a flat "All Quickhacks deal 30% extra damage".

What it has turned into, the Netwatch Netdrive Mk.1 has only three effects, one of which offers a conditional 15% extra damage.......and ONLY when you quickhack through a camera or other device.
Last edited by Tentacule Un Seigneur; Nov 8, 2024 @ 8:13pm
valium Nov 8, 2024 @ 10:04pm 
Quickhacks are not weaker than they were. You can still one shot everything with them, except now you can keep casting them longer. Netrunners are more powerful in 2.0, the opposite of what you are claiming.
xShapelessx Nov 8, 2024 @ 10:51pm 
Meanwhile my character is insanely OP so it makes no difference. Im obsessed with this game and have been playing since day 1 and I dont notice much of an actual difference other than Im MORE OP now lol
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Date Posted: Nov 8, 2024 @ 2:27am
Posts: 31