Keylocker | Turn Based Cyberpunk Action

Keylocker | Turn Based Cyberpunk Action

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Swampbunches Dec 16, 2024 @ 2:04pm
Best class to start with?
My first impression of this game is that it was overly complex to start. It was trying to teach by showing but not showing enough. I think I had picked one of the defensive classes. Maybe I'll try the offensive one's to start?
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Showing 1-6 of 6 comments
TheLCC Dec 17, 2024 @ 6:58am 
I would say Hacker > Samurai > Juggernaut > Sequencer have easiest to hardest starts. None are truly difficult, but Sequencer feels sluggish early on because of gear options and starting with only defensive stuff.
Phi Dec 17, 2024 @ 1:38pm 
I think the Sequencer is very good when it start to get some keys for the skeylltree.
They have the skill program "echo" that allow to hit multiple enemies, from a retaliation for example. Then the passive rank 3 that allow to always retaliate while buffed.

The fact to hit multiple enemies here seems to be very strong to me, and it sounds like the character can still retaliate (from the passive while buffed) despite doing other actions.

The choice of class is also probably mostly based on gameplay preference, you can quickly see what is your preference by trying the 4 differents actions available (they are each focused on one of them).

Juggernaut & Hacker are mostly about going for direct attacks.
Samurai is on countering and can allow to counter multiple times in a single turn.
Sequencer is focused on retaliating, but also has tools to buff/heal allies while recharging their EP for example.
Last edited by Phi; Dec 17, 2024 @ 8:20pm
Swampbunches Dec 17, 2024 @ 2:06pm 
Thanks guys. Yeah I started with Sequencer and just felt confused. Also I feel like EP isn't explained well. I still don't quite get it.
Phi Dec 17, 2024 @ 2:18pm 
You get EP
-by using the electric direct attack (top arrow), it usually "steal" EP from enemies;
-by using the "instrument" (down arrow) to generate EP directly, can also affect allies (and it gives a defensive stance);
-with EP recharge stat, it passively give EP every turn;
-from skill effects from the class tree or buff on the ground.

EP is useful as a shield against electric attacks, so it might be useful on Rocket since I think Robots are weak against electric attacks. And it is useful in purpose to charge the "life attack" (left arrow) and "counter" (right arrow) for more damage & less recoil.
(You can charge by "holding" the button).

Counters (through holding the charge) converts EP to AP (armor point), and deal more damage depending on the amount of armor point, so the Samurai tree is more about getting armor point directly instead of getting EP I guess.
Last edited by Phi; Dec 17, 2024 @ 2:26pm
Swampbunches Dec 17, 2024 @ 3:30pm 
Thanks. This was all really confusing to me at the start.
HeXeN Dec 17, 2024 @ 6:33pm 
Hacker is very strong from the start, Samurai is stronger though I think once you get some keys spent into counter attack skills if you use the right gear.
Sequencer is more of a support role
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