One thing that I really disliked from the 2.0 update are the Cyberware capacity shard.
Now it's not the shards themselves. If those had fixed spawn locations (like all dropped from the Cyberpsycho attacks) I wouldn't mind them to much. But it's really the RNG is just truly and truly hate (that and the bullshittery with scopes/weponmods).
For those who don't know. There is a maximum amount of shards you can get percplaytough. These are:
7Uncommon shards from Base Game, each worth 2 Capacity = 14
7Uncommon shards from Phantom Liberty, each worth 2 Capacity = 14
4Rare shards from Base Game, each worth 3 Capacity = 12
4Rare shards from Phantom Liberty, each worth 3 Capacity = 12
4Epic shards from Base Game, each worth 4 Capacity = 16
2Legendary shards from Base Game, each worth 6 Capacity = 12
14+14+12+12+16+12 = 80.
That means the maximum amount of Cyberware Capacity that you can naturally get from finding all the Cyberware Capacity shards (without exploits) is 80.
This means that with Level 60 (201), Engineer Skill Rewards (15), Renaissance Punk (20), Edgerunner (50), All Cyberware Capacity Shards (80), and Chrome Compressor (42), the maximum Cyberware Capacity possible is 408 Cyberware Capacity.
And the problem with this is that Cyberware is to crucial for it being a RNG mechanic. If you have a build with sniper + Katana + sandy build you already have a lot of Cyberware to use for example. But since 80 Cyberware capacity is tied to RNG there is a chance If RNJezus didn't smile upon you, you have far les Cyberware capacity and might not be able to finish the build. While if you have good RNG you could've complete the build. It's just a shit feeling you can't do something cuz of pure RNG in a game.
On ther other hand it also Hurts players sharing builds and planning your build. We have a really cool build planner from CDPR, but you can only do perks, it would be great if we can also plan our cyberware accordingly. Unfortunately RNG prevents it.
Or imagine you see a really cool build you wanna use. But discover you don't have the appropriate RNG in your playthrough. That's a bummer right there.
So what do I suggest?
1) remove Cyberware shards completely and let players get more capacity per level.
Basically every time you level up you get something like 3 capacity per level. Setting this to 4.3 you will get this 80 capacity naturally (you start the game with 21 capacity)
There is a mod that does exactly that:
www.nexusmods.com
2) let every Cyberpsycho drop a shard consistently.
I feel like doing Cyberpsycho's in 2.0 is kinda a waste of time. They are just a funny challenge at best. Why not gI've them and only them Cyberware capacity shards? And make it consistant to the point every player will get all the Cyberware capacity in every playthrough if they grind it.
In return CDPR can make the game a tad more difficult in the later levels. Since everyone will have the same amount of capacity if they work for it, everyone is also a tad bit stronger and honestly level 50+ already feel kinda easy on hardest difficulty. If non-skull enemies did 10% - 20% more damage past level 50 I think the game would feel challenging again.
Thanks for the read, and hopefully we will see this change in 2.1.1 or something.
Ps. If the Devs somehow read this, also give us the regular Rostović Kolac. This weapon has been sitting in the game files since 1.6 while being perfectly viable and functional. Just drop it in 3 stores and maybe a crafting spec somewhere and call it a day.
cyberpunk.fandom.com
Now it's not the shards themselves. If those had fixed spawn locations (like all dropped from the Cyberpsycho attacks) I wouldn't mind them to much. But it's really the RNG is just truly and truly hate (that and the bullshittery with scopes/weponmods).
For those who don't know. There is a maximum amount of shards you can get percplaytough. These are:
7Uncommon shards from Base Game, each worth 2 Capacity = 14
7Uncommon shards from Phantom Liberty, each worth 2 Capacity = 14
4Rare shards from Base Game, each worth 3 Capacity = 12
4Rare shards from Phantom Liberty, each worth 3 Capacity = 12
4Epic shards from Base Game, each worth 4 Capacity = 16
2Legendary shards from Base Game, each worth 6 Capacity = 12
14+14+12+12+16+12 = 80.
That means the maximum amount of Cyberware Capacity that you can naturally get from finding all the Cyberware Capacity shards (without exploits) is 80.
This means that with Level 60 (201), Engineer Skill Rewards (15), Renaissance Punk (20), Edgerunner (50), All Cyberware Capacity Shards (80), and Chrome Compressor (42), the maximum Cyberware Capacity possible is 408 Cyberware Capacity.
And the problem with this is that Cyberware is to crucial for it being a RNG mechanic. If you have a build with sniper + Katana + sandy build you already have a lot of Cyberware to use for example. But since 80 Cyberware capacity is tied to RNG there is a chance If RNJezus didn't smile upon you, you have far les Cyberware capacity and might not be able to finish the build. While if you have good RNG you could've complete the build. It's just a shit feeling you can't do something cuz of pure RNG in a game.
On ther other hand it also Hurts players sharing builds and planning your build. We have a really cool build planner from CDPR, but you can only do perks, it would be great if we can also plan our cyberware accordingly. Unfortunately RNG prevents it.
Or imagine you see a really cool build you wanna use. But discover you don't have the appropriate RNG in your playthrough. That's a bummer right there.
So what do I suggest?
1) remove Cyberware shards completely and let players get more capacity per level.
Basically every time you level up you get something like 3 capacity per level. Setting this to 4.3 you will get this 80 capacity naturally (you start the game with 21 capacity)
There is a mod that does exactly that:

Cyberware Capacity Shards RNG Removed
Sets the drop rate of Cyberware Capacity Shards to 0, and removes the set location Cyberware Capacity Shards, while also giving you +74 Cyberware Capacity overtime. A balanced experience, without RNG.

2) let every Cyberpsycho drop a shard consistently.
I feel like doing Cyberpsycho's in 2.0 is kinda a waste of time. They are just a funny challenge at best. Why not gI've them and only them Cyberware capacity shards? And make it consistant to the point every player will get all the Cyberware capacity in every playthrough if they grind it.
In return CDPR can make the game a tad more difficult in the later levels. Since everyone will have the same amount of capacity if they work for it, everyone is also a tad bit stronger and honestly level 50+ already feel kinda easy on hardest difficulty. If non-skull enemies did 10% - 20% more damage past level 50 I think the game would feel challenging again.
Thanks for the read, and hopefully we will see this change in 2.1.1 or something.
Ps. If the Devs somehow read this, also give us the regular Rostović Kolac. This weapon has been sitting in the game files since 1.6 while being perfectly viable and functional. Just drop it in 3 stores and maybe a crafting spec somewhere and call it a day.

Rostović Kolac
The Kolac (English: Stake) is a Power Precision Rifle manufactured by Rostović in Cyberpunk 2077. It was added in Patch 1.6 as part of the New Weapons: Firearms DLC. The Kolac is a large caliber, semi-automatic, bullpup precision rifle. Much like most products manufactured by Rostović, the rifle...
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