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Quite everything has changed, it nearly feels/works like another game now. See post in the other thread:
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.
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).
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)
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.
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.
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?
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.
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.
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.