CD Projekt Spent Roughly $125 Million Turning Cyberpunk 2077 Around Post-Launch

nanoUFO@sh.itjust.worksmod to Games@sh.itjust.works – 338 points –
CD Projekt Spent Roughly $125 Million Turning Cyberpunk 2077 Around Post-Launch - IGN
ign.com
91

You are viewing a single comment

I'm not familiar with the mods, but the combat was definitely rebalanced. Enemies scale with your level now, guns themselves were rebalanced, armor is on cyberware instead of clothing, and the new perk trees are more consistently useful instead of some perks being worthless and others being game breaking.

And Very Hard is still a cake walk :(

They supposedly increased the combat AI, I suppose that only matter to Gear of War style players

enemies scale? to whag degree? also heres what one mjnute of modded rebalanced combat looks like but yiu should look into more vids to undersyand all the differences https://m.youtube.com/watch?v=1qoHZxn664I

enemies scale? to whag degree?

Damage, hp, and drop rarity. It means you can go anywhere in the city at any level (after act 1) and both the challenge and rewards will feel good. It's also nice because you can grab the iconics you want for your build right away instead of playing half of the game without them.

You still gradually get more powerful as you get more perks. It's just not as simple as out levelling the enemies anymore.

also heres what one mjnute of modded rebalanced combat looks like

TTK is still pretty high compared to that video, unless you invest heavily in the Cool tree and focus on headshots.

Personally I hate scaling in games. It makes leveling up feel pointless or even punishing. Nothing feels better than returning to the intro area as a god and nuking the npcs from orbit

You know, normally I would agree with you, but this one feels different to me. I think it's because there's no endgame, so if I out-level all the enemies then there's nothing left to play for.

Doing that in Starfield right now lol Hey you level 1 syndicate, ffffffuck off! Bam

1 more...