Chimera boss fight presents a huge game design problem

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Cyberpunk 2077 is a game based on choices in gameplay, allowing the player to do combat builds or stealth builds. But the opening of Phantom Liberty completely disregards the core design of the base game, forcing the player into combat situations and then into a boss fight even if the player has a stealth/netrunner build. Quickhacks are completely useless, the boss is impossible to beat for netrunner players (expecially if the DLC is played during Act 2 with relatively low-mid level characters), and forces them into a gameplay situation that isn't suited for their character. It's simply bad game design, and it shows that priorities lied more on to showing "cool" cinematic setpieces than to make an enjoyable gameplay experience.
 
game is deeply flawed, i play at very hard difficilty with melee or katana/knives build and had to lower the difficulty of the missions where you are chased by an enemy and have to shoot it down...
but this is not biggie compared to the attrocity cyberware capacity shards are.

it's so random that we cannot carefully plan our builds, often getting locked out of [Edgerunner]'s Fury, or having to use the one time attribute respec because we bought 20, 20, 20, 12, 9, to get 4 more cyberware capacity through [Renaissance Punk] instead of 20, 20, 20, 18, 3... and all because cyberware capaciry shards are just random when they should be sold at ripperdocs at increased rates each time, thus allowing us to plan our builds carefully but also turing this mechanic into a proper gold sink...

and i could keep going...
 
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