Alright, so after putting some serious time playing 1.5 here's some of my thoughts:
LONGPOST ALERT
No matter the expectations, this update is much better than I was expecting it to be, thanks CDPR
LONGPOST ALERT
Overall direction is great - crits were absolutely overtuned and had to be changed. 100% crit chance or close is still possible if one would like to go that route. On lower video settings game looks somehow better than before, which is awesome. Skippy was nerfed which was a must. Can't really say that I'm very excited about romances - I'm not into it in videogames. Same goes for new apartments for V, since would be much better if we had more gameplay content. I would rate this update 7 / 10 because of balance changes alone tbh.
Now to the current problems:
Balance is still not there.
1) Qiant sandevistan + 3 legendary heatsink mods + nanorelays = 14 sec slow mo with 3 sec cooldown. Now we also have 5.5 sec of kerenzikov, which allows you to be in slow motion permanently. No reason to explain that it kills all challenge, since I've managed to pass (Don't Fear) The reaper quest without being hit even once. Build doesn't matter, this cyberware set alone can carry anything on the very hard difficulty through the game.
Possible solution: Remove heatsink mods / heatsink blueprints from the game. It will keep the unique advantages of different sandevistans and will force player to think when to go for slow mo, instead of smashing E button.
2) Problem solver smg (active cold blood + stacking merciless (around 60 points in it) = very high crit + high crit damage + stupid high fire rate)
3) All tech guns. A lot of reasons. Highest damage, ability to shoot through the walls, bullets don't have any travel time(it's instahit), being able to shoot instantly or charge shot for a huge damage. Tech sniper rifles > power sniper rifles in absolutely everything, including fire rate, damage, reload time. They also ignore armor.
4) Ricochet weapon ability feels weak compared to smart guns auto aim and tech guns charge / wall penetration. It's very situational and almost useless outside of indoors areas.
5) Some perks still require polishing/rework. First that comes to my mind is "punisher" from assault tree, which requires 20 in reflexes but only useful for full automatic weapons, and even then only 1 point in it is usually more than enough, while being completely useless for sniper weapons (which belong to assault tree)
6) Baseball bat and it's knock down. From the very start of the game you are able to keep up to 5 enemies constantly knocked down, which makes some encounters completely trivial regardless of difficulty settings. I think that knock down should be a chance, based on your body attribute
7) I do hope that a lot of empty / semi empty areas will have some content there. Northern part of NC, The Biotechnica Flats, area around Oil Fields, area around Nomad Camp / Desert Film Set. New apartments are cool and all, but players want to play the game, not to chill in pixel apartments
Now to the current problems:
Balance is still not there.
1) Qiant sandevistan + 3 legendary heatsink mods + nanorelays = 14 sec slow mo with 3 sec cooldown. Now we also have 5.5 sec of kerenzikov, which allows you to be in slow motion permanently. No reason to explain that it kills all challenge, since I've managed to pass (Don't Fear) The reaper quest without being hit even once. Build doesn't matter, this cyberware set alone can carry anything on the very hard difficulty through the game.
Possible solution: Remove heatsink mods / heatsink blueprints from the game. It will keep the unique advantages of different sandevistans and will force player to think when to go for slow mo, instead of smashing E button.
2) Problem solver smg (active cold blood + stacking merciless (around 60 points in it) = very high crit + high crit damage + stupid high fire rate)
3) All tech guns. A lot of reasons. Highest damage, ability to shoot through the walls, bullets don't have any travel time(it's instahit), being able to shoot instantly or charge shot for a huge damage. Tech sniper rifles > power sniper rifles in absolutely everything, including fire rate, damage, reload time. They also ignore armor.
4) Ricochet weapon ability feels weak compared to smart guns auto aim and tech guns charge / wall penetration. It's very situational and almost useless outside of indoors areas.
5) Some perks still require polishing/rework. First that comes to my mind is "punisher" from assault tree, which requires 20 in reflexes but only useful for full automatic weapons, and even then only 1 point in it is usually more than enough, while being completely useless for sniper weapons (which belong to assault tree)
6) Baseball bat and it's knock down. From the very start of the game you are able to keep up to 5 enemies constantly knocked down, which makes some encounters completely trivial regardless of difficulty settings. I think that knock down should be a chance, based on your body attribute
7) I do hope that a lot of empty / semi empty areas will have some content there. Northern part of NC, The Biotechnica Flats, area around Oil Fields, area around Nomad Camp / Desert Film Set. New apartments are cool and all, but players want to play the game, not to chill in pixel apartments
No matter the expectations, this update is much better than I was expecting it to be, thanks CDPR