Cyberpunk's gameplay design lead tells us how the team went about redesigning the perk system.
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141Y

Oh did they change how the skill tree works? Maybe I’ll give it another try. The boring skill tree was a gripe of mine.

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I think it works pretty well now. it’s good as-is, but also the mod scene has matured to the point where you can mold it to your liking as well.

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They redid the entire skill tree. Not only does it look and work differently, but many old skills were reworked, and some were removed completely and replaced with new skills. It’s also a lot easier to tell what the level requirements for each skill are since they’re unlocked in tiers based on your attribute levels.

CDPR released an online skill tree planner, so you can preview it for yourself:
https://www.cyberpunk.net/en/build-planner?a=33333&b=&r=&i=&t=&c=&e=

I set out to create a cyber ninja and aside from being unable to source good clothing options, it works as designed. That is to say, on very hard I die if fuck up with more than 2 bad guys around, sandie or no, so that feels right. I think optical camo was over-nerfed, but meh.

But if you combine the air dash, double jump, a katana, a throwing knife, and a few other things, it slaps. You feel very cool indeed when it all comes together.

Hacking feels more dangerous now. The way the hacks work means that when you go hot and start directly damaging your opponents you can’t just wait for everyone to die, esp early on. That said Netrunners are still gods, just gods that occasionally get someone to run at them yelling before they keel over at your feet. And you can still wipe 4 dudes out almost instantly from a long distance away.

Have not tried other routes yet because I hate playing through the beginning.

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