>>3805911Good changes:
The old crafting system (random weapon stats a la Diablo, you outleveled your gear in 5 minutes, endless upgrade treadmill) was fucking stupid, simplifying it was good, and it was insanely tedious and click-heavy. At launch it was like 600,000 clicks or something like that to upgrade lvl 1 components into enough lvl 5 components to do something.
I like that they made medkits and grenades recharge to reduce hoarding desires while still being limited. Elegant improvement.
I halfway like the perk changes, they added some cool new ones, there are some fun abilities. The sprint charge in blunt weapons feels great, so does dash + double jump for flying around.
Bad changes:
They greatly over-simplified the stat/skill system so that now you’re essentially pigeonholed into a handful of builds, rather than picking and choosing a la carte for your own playstyle. And you get so many stat points that you can end up with high levels in every stat, or max out multiple, which negates the choice. Want to use smart guns? You’re a hacker now. Want high tech ability? You’re using tech weapons, just because. Now instead of like unique and niche 20 skills there’s just 5 or 6 or whatever, each corresponding to one stat.
While it’s nice that they decoupled clothing from most stats (used to be everyone looked like a fucking retard with whatever random mismatched drops had the best stats)… they totally decoupled clothing from having any stats. There used to be clothing mods that meant you could get a reasonable amount of armor, which facilitated a no-cyberware playthrough. One of my favorite themes in cyberpunk is the tension between the organic/humane, and the lure of giving those up for the power of augmentation. That’s gone now, and the devs essentially expect everyone to be 100% chrome all the time. Another case of the devs shoehorning in their personal preferences and removing player choice and options.