I like the design of weaponry and cyber ware, they are cool and looks very fun. But combat moves makes me worry a lot:
Double jump just doesn't make sense, an enhanced jump(bionics or jetpack) are more reasonable. Dash strafing to dodge bullets seem overpowered, I hope it's not an innate ability. Bullet time......Why every action game adopt it ? it is exaggerated, it doesn't fit the atmosphere of a sci-fi game.
I really don't want another Mirror's Edge or Dishonored or DOOM...I hope skill design is strategy-oriented. For example, you can replace that dash strafing ability with a skill, when active player became blur(atom vibration , holographic projection or something).Player's dodge chance doubled and it only last for 10 seconds and it have limited number of uses. Every skill should have limitation, they have cooldown and need recharge.
I hope Cyberpunk2077 combat system is first person tactical shooter rely on weapon, cyber ware and skill rather than some fancy moves.
Double jump just doesn't make sense, an enhanced jump(bionics or jetpack) are more reasonable. Dash strafing to dodge bullets seem overpowered, I hope it's not an innate ability. Bullet time......Why every action game adopt it ? it is exaggerated, it doesn't fit the atmosphere of a sci-fi game.
I really don't want another Mirror's Edge or Dishonored or DOOM...I hope skill design is strategy-oriented. For example, you can replace that dash strafing ability with a skill, when active player became blur(atom vibration , holographic projection or something).Player's dodge chance doubled and it only last for 10 seconds and it have limited number of uses. Every skill should have limitation, they have cooldown and need recharge.
I hope Cyberpunk2077 combat system is first person tactical shooter rely on weapon, cyber ware and skill rather than some fancy moves.
Last edited: