
At a certain point you can farm practically infinite amounts of credits via crafting anyway (purchase components, craft X gun, sell to vendor, cycle vendors), but the point is that the system as a whole makes no fucking sense. Also, the spec for that Sniper Rifle costs 75,000 credits which is just about what it costs to just purchase the Legendary version of that Sniper Rifle from the same vendor. Just because you can craft a Rare sniper rifle does not mean you can craft the Epic version of the same sniper rifle, even if you unlocked Epic crafting via Perks. You need to purchase weapon/armor “specs” from vendors to unlock the ability to craft that item in that specific tier. A bargain at no price.Īside from that, crafting largely sucks. If you don’t, those Iconic items might be good for a mission or two before trash drops start dealing more damage. Cyberpunk kicks this up a notch with Iconic gear – these are weapons/armor with unique effects that you can continually upgrade… provided you dump a bunch of Attribute points into Technical Ability. In many games, there is always a tension between player crafting and found loot: A) if crafting is better, why search for loot, vs B) if loot is better, why engage with crafting at all. The most important ones are those Perks that unlock the crafting of Rare (5), Epic (12), and Legendary (18) items. Because I’m going to anyway.Ĭrafting is governed by the Technical Ability Attribute and subsequent perks in the Crafting Skill tree. If instead you put any Perk points into Handguns, well, all of them turn off the moment you equip anything else.Īnd, Jesus Christ, don’t get me started on the crafting system. Some things other than Blades inflict Bleed, so that would be an interesting choice and/or build to work towards if Bleeds were your thing. That is notable not because it’s actually any good, but because there is no “inflicted by a Blade” qualifier to it. I scoured the various trees and the closest thing to interesting that popped up was a Reflexes 8 Perk in the Blades tree called Stuck Pig that increases Bleed duration by 3/6/9 seconds. It is like the designers didn’t even try. I could live with all the overcomplicated shenanigans, but what I cannot stand is a Talent/Perk/Skill system with so few synergies. While that could lead to some interesting decisions wherein you start farming Blade XP to generate extra Perk points to put into Handguns or whatever, the emphasis should not deviate from the word “farm.” Because that is what it takes.Īll of that may sound complicated, but none of it is particularly interesting. The rewards are usually little enhancements (Recoil reduction on Handguns, etc) but sometimes they are Perk points which you can actually assign anywhere. The more you use Handguns, the more Handgun XP you generate, and eventually you work your way down the reward track up to the limit of the Attribute. So for example, the Reflexes Attribute contains the Assault, Blades, and Handguns trees, each of which contain 17-20 Perks that can have multiple tiers.īUT WAIT, THERE’S MORE! Each Skill tree has its own XP meter that increases by utilizing that specific Skill in various ways. Additionally, each Attribute has multiple Skill Trees associated with it. The latter are very important because they determine the maximum level of perk you can select within that Attribute.

You gain XP and gain character levels, which grant you Perk points and occasionally Attribute points. The overall leveling system is just a mess.

In 1.5 they magically come back after a few seconds. What I am coming to understand is that Dagger Dealer is a symptom of deeper issues. But the fact that it was even a thing outside of alpha is mind-boggling. Some designer thought this talent up and some programmer put it into a game where there are legendary knives, and no one thought that maybe losing them forever was a bad idea? Again, this was fixed in version 1.5 which I am currently playing. What was missing from the launch of the game until literally February of this year was any way to retrieve your thrown knives. That may sound harsh but let me give you an example: there is an early talent (Dagger Dealer) that allows you to throw your equipped knives. Some of which was immediately indicative of… well, idiot designers. I was not keeping track of everything they fixed and tweaked, but suffice it to say, there was a lot. Cyberpunk 2077 has undergone a ton of changes since its disastrous launch.
