It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Well I think they promote the Game wrong all the time, its not an RPG its a Looter Shooter. It was kinda pre 2.0 already but with 2.0 they finally made the switch and went full Shooter. I hope they remove the RPG Tag because its kinda false advertisment.
avatar
mna99: Level scaling isn't so bad. Now you won't get stomped for exploring new areas that were formerly above your level. Also gangoons don't scale as well as V, especially if you are using pistols. Focus and Deadeye plus the complementary perks make you insanely dangerous with handguns and sniper rifles. I can now one-shot most enemies with a tier 3 Burya and no perks spent on tech weapons (yet). Also the silly mitigation bonuses you get from low level Cool perks let you just squat out in the open and take next to no damage while firing on people. Plus your mitigation chance can be made to add to your stealth making it nearly impossible for them to find you. Throw in the Warp Dancer for added amusement, and the Axolotl so you get to reduce your remaining cooldown every time you down an opponent! And you can get a tier 4 Axolotl in chapter 1.
avatar
rastilin: I enjoyed getting stomped in the hard areas and blasting through the lower leveled areas. That's a large part of the fun of an RPG as opposed to playing an action game.

Personally I think I'll wait for mods, given all the people complaining about scaling I'm sure a mod will be released. I'll buy Phantom Liberty then. Though I suppose this is another notch for the "never pre-order anything" tally. Which is a shame because Cyberpunk was awesome story wise. It's genuinely brilliant when it's not crashing. Most fun I've had with a RPG in ages.
Yeah the story is pretty good.
Wish I could adventure with Jacky more!
avatar
TheDogCatcher: Combat is so predictable now that it's almost pointless, also the regenerating grenades and healing items are just stupid, how does that even work ? does V regularly shit grenades or something now ?

I really struggle to believe these are the same devs responsible for the excellent Witcher games.
LOL
Nice way to put it!
avatar
llano: Stealth seems far worse with timings being way shorter, it was a little too good in the 1.5 line (did not play a lot of 1.6). Enjoyed playing stealth + hacker on my first play thru, now I cringe any time a gig with stealth comes up.
I'm having problems with stealth too.
For me it's the fact that they can AUTO trace me no matter what!

I can isolate an enemy from all the others, so that no one else is nearby, but if I hack them even once, the auto trace starts and it guaranteed to succeed eventually.....
It just pisses me off!

Edit: there IS a distance limit on the auto trace, but it should never start if no one had a chance to report me!
Post edited September 29, 2023 by ast486
So it's not just me.
I remember leveling up, improving my skills, weapons, implants, to the point some enemies only needed 1 headshot from a sniper, which I may add could use a silencer on, but not now, every enemy is now a bullet sponge.

Implant barely do anything, EVERYONE hears a silenced weapon, implant skill do nothing, including the lethal ones, and you're instantly tracked.
Dead set it makes stealth completely useless, I gave up even trying.

I'm going back to Starfield till the mods start rolling in to fix this rubbish...
avatar
schoolofmonkey: So it's not just me.
I remember leveling up, improving my skills, weapons, implants, to the point some enemies only needed 1 headshot from a sniper, which I may add could use a silencer on, but not now, every enemy is now a bullet sponge.

Implant barely do anything, EVERYONE hears a silenced weapon, implant skill do nothing, including the lethal ones, and you're instantly tracked.
Dead set it makes stealth completely useless, I gave up even trying.

I'm going back to Starfield till the mods start rolling in to fix this rubbish...
I ping-ponged between CP and Starfield after 2.0 dropped. Because of the complaints I agree with (stealth being nerfed, level scaling, annoying cops).
I started a new playthrough when PL dropped though, trying to give it it's chance to prove it might be OK.

First thing I observed, in my new game the cops behave how I might expect: they join in fights to help against enemies, they don't randomly target me, seems OK. Go back to my 1.62 save and try again - cops are messy and attack me. Has to be either some legacy value pulled forward in older saves that's screwing cop behaviour up, something missing in an old save that a clean playthrough sets, or just a random glitch. Some players seem to have issues with cops, others not. So who knows.

However, I'm super-unhappy about the level scaling from the get-go. Will it make it 'nicer' at end game allowing me to find *some* challenge with basic enemies? who knows, maybe but I expect not because by end-game I'll probably be OP again. Right from the start though I can just about face-roll through encounters on very hard with virtually no upgrades. I'm pretty bored by encounters, they all go the same.
Haven't downloaded 2.0 yet. I'll wait untill I have a better graphics card and I've bought PL. But I'll do a 1.63 run as I haven't played the 1.6 patch. have only done a quick perfomance test.

Anyway... <spoiler>
Just recently saw a streamer do his first playthrough on hardest. He got to the two guys that actually are one guy controlling both bodies. Were you have to fight both on the same time.
He took them on with ease at level 8. I remember them being allmost impossible even on lower difficulty. I were around the same level.
I'm guessing it's the levelscaling that made it easier. If so, that really bad.
I modded out level scaling in Skyrim on my last playthrough wich made it much better. I really like the thought of both getting stomped by enemies if I enter the wrong part of town so to speak, but also the fact that I can faceroll the keyboard and still win over others.
Cyberpunk is an Action-Adventure with some character progression and a few variants of an ending.

Character progression is often talked to be a rpg mechanic so they misnomer it a rpg.

For me the gameplay took a step backward, crafting became irrelevant, car driving via keboard is still crap, i found out i have 10 unspent attribute and 5 unspent skilltree points after cleaning up the start district bcs i dont feel an urgency to use them.

Nor do i use buff items (lol, unexhaustible medics on a timer - why did you not get rid of ammunition also???) and yes, instead of hard difficulty like in Cyberpunk Vanilla i am now on normal bcs i find it boring to bullet the sponges.
They are simply obstacles toward advancing the story and not engaging fights...so lower the exposure time to that annoyance was the solution.

Combat is really a weak spot of CDPR but it is not as worse as Witcher, there is at least a variety of approaches and i can find the least annoying so i can enjoy the story (unlike Witcher where i stop playing at latest 4h into the game hating the combat).

I hope the PL Story is worth it - atm i am slightly disapointed with this "NGE".
Post edited September 30, 2023 by Thorqemada
avatar
schoolofmonkey: So it's not just me.
I remember leveling up, improving my skills, weapons, implants, to the point some enemies only needed 1 headshot from a sniper, which I may add could use a silencer on, but not now, every enemy is now a bullet sponge.

Implant barely do anything, EVERYONE hears a silenced weapon, implant skill do nothing, including the lethal ones, and you're instantly tracked.
Dead set it makes stealth completely useless, I gave up even trying.

I'm going back to Starfield till the mods start rolling in to fix this rubbish...
You know what's wierd... I experienced that with human enemies, but when I did an apparentment invasion and it was mechs/cameras/turrets only, it worked the same way it used to....
Nothing responded unless it had time to get into combat.
Also no auto trace.... hmmmm.
avatar
ozoak: First thing I observed, in my new game the cops behave how I might expect: they join in fights to help against enemies, they don't randomly target me, seems OK. Go back to my 1.62 save and try again - cops are messy and attack me. Has to be either some legacy value pulled forward in older saves that's screwing cop behaviour up, something missing in an old save that a clean playthrough sets, or just a random glitch. Some players seem to have issues with cops, others not. So who knows.
I've noticed that the location of the police also matters.

Random cops on the sidewalk don't usually bother me, unless I run over a pedestrian by accident.
The ones in story areas are also pretty non-reactive.

However the ones in open world areas where they are behind those police barriers, without story, seem to be very agressive and will flip out just for walking by! :-o
avatar
ELFswe: He took them on with ease at level 8. I remember them being allmost impossible even on lower difficulty. I were around the same level.
I found the first two the hardest in prior versions... in fact I found them so hard, I wouldn't fight them until I got fist implants and a bunch of hte low level perks, to help fight them.
Regen, stun, +damage against stunned.

I'm curious to hear how the last big fight goes now....?
Post edited September 30, 2023 by ast486
avatar
ast486: However the ones in open world areas where they are behind those police barriers, without story, seem to be very agressive and will flip out just for walking by! :-o
Actually, I think you might be on to something. Since writing that I've played some more, of course, and it happened again - cops not within range, no civilians, no stray fire etc, and all of a sudden I have police shooting me in the back as I tackle an NCPD event. And like you say, they came from a set location behind a police barrier.

Has to be an oversight in the way the AI handles aggression progression?
Wandering NCPD will not go agro if you stand in their line of sight. Police behind barriers though, most often will.
It's as though that 'initial' level of alertness trips straight to combat because we fire a round within earshot.

And, following up on observations I made - yes, Cyberpsycho's are dead easy. I've done a few upgrades, just to see how it works, but not much. Still haven't spent attribute or perk points, or improved my netrunning skills. Cyberpsycho's might soak up a few bullets, but they're not intimidating and easy to beat.
avatar
ozoak: And, following up on observations I made - yes, Cyberpsycho's are dead easy. I've done a few upgrades, just to see how it works, but not much. Still haven't spent attribute or perk points, or improved my netrunning skills. Cyberpsycho's might soak up a few bullets, but they're not intimidating and easy to beat.
I've found that most of them are easy enough, but the one in the ritual is rediculously difficult.
Most arn't immune to disable cybernetics, while that one is.
Most don't reset if you move away from them, but that one does.

And of course, she moves fast and can attack while moving.
Post edited October 01, 2023 by ast486
Chime in with everyone else. Level scaling was the one thing I read that I found a disappointment.

I absolutely loved missions where I was punching above my weight and knowing, that some areas were no go (after dying) and going back later for revenge
avatar
mechmouse: Chime in with everyone else. Level scaling was the one thing I read that I found a disappointment.

I absolutely loved missions where I was punching above my weight and knowing, that some areas were no go (after dying) and going back later for revenge
Very much: this!

It's part of "open world", with lore and factions and districts: there's some areas where you're fine, some where you should not cause trouble, and some you better not step in - while being seen. That's part of the danger and character of the city.

If everyone everywhere levels with you, it's just a shooting gallery with changing backdrops and voices.
There have been level-scaling cRPGs since at least Daggerfall. Arena might have also featured level scaling but I never played it. In any case, the idea that an RPG can't have level scaling is bogus. You might prefer static challenge levels but that's a personal preference. Personally I hated how 1.63 imposed stupid penalties to damage when attacking tougher enemies.
avatar
mna99: There have been level-scaling cRPGs since at least Daggerfall. Arena might have also featured level scaling but I never played it. In any case, the idea that an RPG can't have level scaling is bogus. You might prefer static challenge levels but that's a personal preference. Personally I hated how 1.63 imposed stupid penalties to damage when attacking tougher enemies.
It could be irritating... but that also came with the later benefit that once you leveled up, they were super easy to kill when in lower level areas.
It gave a feeling of power!

I've played a lot of 2.0 now and I have noticed my char is generally more powerful then enemies... yet even when fighting a bunch of 'normal' enemies, theyere is still no point where I can just stand there and laugh at them.
I very much dislike that!
I have played a significant amount of MMOrpgs and i dislike Level Scaling
Its usually a cheap way out of content holes and does nothing to increase the fun or entertainement value of game.

Instead of level scaling there should be level checks npc vs pc and change in behavior accordingly like avoidance of conflict, baf, calling for reinforcements, better npc group tactics etc.
avatar
ast486: It gave a feeling of power!
Not really. It more gave the feeling of boredom that the game ran out of challenges to throw at me.
I've played a lot of 2.0 now and I have noticed my char is generally more powerful then enemies... yet even when fighting a bunch of 'normal' enemies, theyere is still no point where I can just stand there and laugh at them.
I very much dislike that!
It was the same way in 1.63. Actually it was worse since 1.63 ran out of challenging enemies after maybe level 30 or so.