often it feels like that. on the other hand, i had a cyberpsycho in exosuit eat 32 .50 cal to the head and thats equally immersion breaking.
The problem is the mods are a marginal problem overall, even the leggendary crit % and crit damage % are fine.I would just remove dmg mods for clothing and leave them for weapons and improve the Ai i ran through the game with uncommon items on very hard i died pretty quick but since the Ai are stupid i just use the tech shotgun and shoot them through the walls
I don't know, you can get +25% crit chance from a simple implant, +15% crit chance from legendary mods, and it's fairly easy to have 25% crit chance just from skills and talents, 50% if you work on it a little. It's extremely easy to have 100% crit chance in this game.
Putting crits into every single game is nonsense anyways. Crits are a mechanic from D&D that is supposed to give every attack a slim chance of connecting and causing damage through sheer luck. Crits exist so that a peasant with a pitchfork can theoretically wound a dragon. Since a swordfight in D&D is nothing but bashing two stat blocks together it's good to have critical hits making the outcome less predictable so that players experience miraculous victories and humiliating defeats sometimes.
In video games however people just calculate their substantial crit chance into their DPS and treat it as an entirely predictable aspect of the game. By the time crit chance reaches 100% you've completely eliminated the reason to actually have crits in your system. They don't create the possibility of unexpected outcomes in a fight. It's just one of those things that game designers keep putting into games because of some sense of tradition perhaps, but not because it actually serves any real purpose. You could just as well replace crits with a flat damage increase and it wouldn't make any difference, especially once you're talking 100% crit chance so even the slight pretense of a random element is out the window.
Yeah, i've wasted 2 years of my life on Aion and Not Aion, i feel ya.Yea, a crit cap at around 30% or so is pretty common in games, but when you consider your average MMORPG you probably use at least 10 abilities to down a standard mob, and in a boss fight you might easily fire off 100 or more abilities. With sample sizes that big the randomness of crits is really not that huge. For a crit to actually be an event that can unexpectedly shift the tide of battle in a game like that the chance of it happening would have to be like 1% and the effect ten times of what a normal hit is. The thing is, in a game where player skill is supposed to determine the outcome rather than random rolls you don't want the outcome of your actions to be heavily randomized and unpredictable, which is why developers push crit chances higher and create combat systems where you make loads of attacks. They are actively reducing the impact of having a crit system instead of simply removing it. It's silly.
They just need to add an additional difficulty mode. That's usually their lazy way of balancing after the fact. They've done this for all of their games, post-release, so I suspect they'll do it for Cyberpunk too. Witcher 3's "Death March" mode was still stupidly easy about 1/3 way through the game, but it was still way more challenging than Cyberpunk's "Very Hard" mode.
I've been playing Cyberpunk on "Very Hard" and I haven't even been investing my skill points. I started doing this because I wasn't sure what to invest in, so I was waiting for the game to get hard enough to make it worth it, but thus far it hasn't. Items and weapons are so stupidly overpowered that there's zero reason to bother thinking about character builds at all. I've just been putting everything in crafting to get the achievements and a bit in hacking, and that's it. I haven't invested any points in the weapon skills, and I'm still mowing through everything.