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https://www.cyberpunk.net/en/build-planner?a=kkfk6&b=11111000000000000000031110000001&r=011111211121111000003111113110000111&i=00000000000000000000211000000000311&t=000000000211011000000311110000001&c=&e=
Though the Intelligence points are less useful if you're not using quickhacks.
the cyberware seems to be more of a thing on this tree so like you said hopefully we will get more use out of it but again requires me to spec into things i dont want to, so guess we will see how it all goes in actual gameplay on launch
An option may be revert back to the standard version and wait for mods, then change back.
IMO, the more changes the better.
Overall I like it eventhough I beleive melee will suck compaired to ranged in the end and that was my favorite playstyle up to this point.
For example, shotguns have basically no real perks that aren't tied into melee, screwing tech variants' actual gameplay advantages unless you want to also level tech specifically and take the electrical skills (only damage you can get in those trees) to bump them up a bit. Even those require chaining specific things to even get much out of. Something most of those do not lean into due to needing to charge each shot. I'd rather have Annihilation back.
All gameplay is seemingly being pushed into vaguely simple chains of actions that you will repeat over, and over, and over, ad nauseum. Because there isn't much if any room for anything else.
New trees are all about "crouch-run at the first enemy to get X buff, knock them down with a blunt weapon to get Y buff then attack the third with a heavy to get a better armor counter value", kinda ♥♥♥♥. To look into Gorrilla arms and the kinda stuff I've been using on my latest toon in the existing build. VS just punching some stuff until one of us falls down or I need the Sandevistan, as my stats work.
Not convinced this is going to carry over well, at all.