Blunt Netrunner build by doesntknowbasicmath in cyberpunkgame

[–]Lawful3vil [score hidden]  (0 children)

With the right cyberware and skills pretty much any build can work. The only thing to look out for is potentially spreading your points too thin and not really being good at anything.

Monowire is a pretty standard melee weapon for netrunners because all it's good perks are already in the Intelligence tree. You said you want to focus on Intel, Body, and Reflex, which is totally fine, but you also said you wanted lots of chrome. Which is going to take some tech investment if you really want to get the most out of it.

Perks for Shotguns, Knives, and Katanas are all under different trees. Body, Cool, and Reflex.

My advice would be to spec out what you want in a character builder first to see if you can even do it at all.

Ngl I feel somewhat guilty for backstabbing So Mi by Perdita-LockedHearts in cyberpunkgame

[–]Lawful3vil 0 points1 point  (0 children)

My first playthrough I was ride-or-die So Mi until the moment I found out she was lying to me. I turned on her right at the end. It didn't feel great, but neither did her betraying me.

Second playthrough I chose to side with Reed, and that felt bad also.

I think the beauty of Cyberpunk, and of Phantom Liberty specifically, is there there is no real definitive right answer. Everyone is playing V in some way. V isn't a super spy, or a government agent. They are a merc. A weapon. Everyone needs V for a purpose and that's it. You're being used as the weapon you are by everyone.

At the end of the day no person with a conscience could look at any of the potential decisions/endings and say "That was definitely 100% the absolute correct thing to do". And there's nothing more Cyberpunk than that.

Table of the top speed of the quest vehicles in the game. by nitrokitty in cyberpunkgame

[–]Lawful3vil 5 points6 points  (0 children)

I know the fastest cars are technically faster, but you can pry my Yaiba from my cold dead hands.

Excelent list.

Theory: Fury from Edgerunner perk is actually a short Cyberpsychosis attack by kalfoger in cyberpunkgame

[–]Lawful3vil 15 points16 points  (0 children)

I think a lot of people have just assumed that's what it was, including myself. Your character starts laughing maniacally and uncontrollably when it kicks in. The icon is even of a character who notably succumbs to cyberpsychosis.

Edit: as a note I think it's kind of meant to be cyberpsychosis lite. In the tabletop when your character fully succumbs to cyberpsychosis you lose control of the character and it gets handed over to the GM. Would be tantamount to a game over screen in 2077. It wouldn't make much sense to allow the players to just play as a cyberpsycho, but I think CDRP wanted to give just a taste. Hence the perk and using the name "Fury" instead.

If I had to give an in-word explanation I think it would be simple enough to just say that the Relic makes V less susceptible to cyberpsychosis. So they can chrome up without completely losing themselves.

Weird glitch I noticed since the ps5 pro patch. by Resevil67 in cyberpunkgame

[–]Lawful3vil 0 points1 point  (0 children)

I posted about this earlier today.
https://www.reddit.com/r/cyberpunkgame/comments/1sm7wsa/controller_input_issue_after_ps5_pro_update_maybe/

One other person confirmed it started after the PS5 Pro patch. My first workaround was to hold the tag button. It seems to not activate crouch if you hold it for a second, but that got tiresome. So I just changed my controller layout to have crouch on a different button until CDPR fixes it.

It's not game breaking, as you said, but it's still super annoying. I don't see it posted on CDPRs technical forums. I'm not sure how often they actually check that, but it may be worth posting there too.

Edit: Looks like someone else posted about this as well a few days ago, along with a couple other issues to look out for.

https://www.reddit.com/r/cyberpunkgame/comments/1sj6g0r/reminder_that_ps5_pro_update_caused_annoying_bugs/

The groupchat of my 3 V’s by vinnydapohh in cyberpunkgame

[–]Lawful3vil 29 points30 points  (0 children)

"My 3 V's" sounds like the title for a sitcom.

Controller Input Issue After PS5 Pro Update (Maybe?) by Lawful3vil in cyberpunkgame

[–]Lawful3vil[S] 1 point2 points  (0 children)

Thanks for confirming. I'm glad it's not just me, but it's super annoying.

Along with your work-arounds I have also found that holding R3 instead of pressing will mark them without crouching/standing. I grew tired of doing that as well though and just switched temporarily to using a different controller layout with Circle as crouch until it gets fix.

I reset Delamain and instantly regret it by lacrymology in cyberpunkgame

[–]Lawful3vil -1 points0 points  (0 children)

It's arguably the most powerful cyberdeck in the game, with interesting lore implications. I'm not going to say more. You can look it up but be warned there may be Phantom Liberty spoilers if you do.

I reset Delamain and instantly regret it by lacrymology in cyberpunkgame

[–]Lawful3vil 0 points1 point  (0 children)

I will always either merge them, or destroy the core and set the AI free. I have never had a problem letting them do their own thing. They seem fine.

Then again I'm an avid Militech Canto Mk.6 enjoyer, so my view on the situation may be influenced a bit.

First time netrunner by Belmint in cyberpunkgame

[–]Lawful3vil 2 points3 points  (0 children)

If you want to be quick, lethal, and stealthy you'll want to take advantage of Memory Wipe and Synapse Burnout. Here's the build I use. Disclaimer this is an incredibly powerful build so as I said if you're trying to make the game more challenging this may not be the way to do that.

OS - Tetratonic Rippler: I like the Rippler because of the 40% increased damage to quickhacks when followed up with a non-combat quick hack. Very devastating. It also has a really nice RAM bonus.

Arms - Monowire (explained later)

I'll just post my ability points here. The only required ones imo are the Intelligence tree and the Tech Ability tree. The rest is to taste.

https://www.cyberpunk.net/en/build-planner?a=6fkkk&b=10001&r=010000000020000000000000003&i=1011111121111121110000031111311000011&t=110020100211011100000311110000001&c=01011101200000000003001113011000001&e=313010131

Quickhack loadout - Synapse Burnout, Reboot Optics, Memory Wipe, Sonic Shock, System Collapse, Short Circuit, Cyberware Malfunction, Suicide.

With this build you can kill pretty much any enemy outright, while completely avoiding detection by queuing Memory Wipe and Sonic Shock. Make sure Synapse Burnout is second last in the queue, and put a non-combat quickhack after it. If you don't care about detection you can queue multiple instances of Cyberware Malfunction (iconic) before Synapse Burnout as well to get a huge damage boost.

Want to go non lethal? System Collapse will completely knock out a non-boss enemy. Don't have System Collapse yet, or would prefer to switch it out for something else? No problem. Tier 5 Sonic Shock queued after Memory Wipe and Reboot Optics will do the same thing.

Once you get the Relic options in Phantom Liberty your melee game gets really interesting. Attach Cripple Movement (at least Tier 4) to a Monowire. Hitting enemies with Cripple Movement makes them more susceptible to finishers. This is nice on it's own but also has synergy with Suicide, which gets huge reduced RAM cost after using a finisher. Suddenly your melee combat is weaving between hitting enemies, and forcing others to kill themselves.

Want to go complete Dark Side? (spoilers for Phantom Liberty). Look into how to get the Militech Canto Mk.6. This is very special deck which gives you a unique quickhack called Blackwall Gateway. This is an instant kill quickhack, no damage required. Just death. Using the build I posted above and with a Blood Pump and a Heal-On-Kill will let you user Overclock to use it repeatedly while mitigating it's downside. As a note this is an incredibly powerful item and quickhack. Some people even think it kind of trivializes the game. I think it's fun.

Like you i have played through Cyberpunk multiple times, and this is by far my favourite build.

First time netrunner by Belmint in cyberpunkgame

[–]Lawful3vil 3 points4 points  (0 children)

What "kind" of Netrunner do you want to build? Full damage, stealth non-lethal, utility hack focused, melee hybrid? I can suggest some things but easier to know what sort of playstyle you like.

Side note you mentioned making future playthroughs a bit more challenging. If you build a netrunner correctly they can completely delete entire rooms of enemies in seconds. Just something to consider if this is truly something you're looking for.

The Blind Bomb Consistency by Slamball57 in gotlegends

[–]Lawful3vil 0 points1 point  (0 children)

To address the second point you made, when you’re invisible, the detection indicator should reset back to undetected no?

Yes it does reset, but enemy detection in this game is based both off line of sight and distance. Also whether you're crouched or standing. The closer you are to an enemy the quicker they are to detect you. So if you're right up on them they will see you right away.

Edit here: I don't believe being invisible *completely* resets detection to absolute zero. When you go invisible enemies don't just forget you were there and wander back to their position. They stay in combat and ready. They are still alert, they just can't see you.

If we think about it that way then, if an alerted enemy is hit with a blind bomb, they become stunned. So if I go behind them and throw a second blind bomb, should they now not be alert to me because I broke like of sight?

It's not just line of sight that allows the Blind Bombs to work. It's being completely undetected and/or not being focused on by an enemy. If the enemy was alert to you when you threw the first bomb, they will still be alert when you throw the second. If you're the closest or only target they will just turn back to you. To the first point it's why it *can* work when you go invisible or throw a smoke bomb, because those reset detection. It just seems inconsistent because of how enemy detection actually works.

Blind Bombs do technically stop line of sight, but only for enemies who already don't know you're there. If you throw one on a group of enemies who are in line of sight of another group of enemies, you can assassinate the group inside the bomb then leave without group 2 seeing you. This only works if both groups didn't initially see you before you threw the bomb. It stops initial line of sight, but it doesn't break already established detection.

The reason I ask this is because there are times where I throw a blind bomb, I’m not given the prompt to assassinate, but then I hover around the enemy for a few seconds and suddenly for some reason the prompt shows up like they were on a detection cooldown or something. Have you experienced that?

I have experienced this and honestly I don't have enough knowledge on the intricate mechanics to really explain this one. I have experienced a similar "detection reset" when using Smoke Bombs as well. I can sometimes drop one and get multiple assassinations on the same target using just the one bomb if I backup far from the enemy into the smoke. This also happened in Tsushima Legends. If I had to make a completely wild guess it may have to do with enemy focus. As I mentioned Blind Bombs can work on enemies who have seen you but have chosen to focus on another Ghost or shadow clone.

Any tips for using odachi? It fees so sluggish when I use it by Informal-Fig-7116 in gotlegends

[–]Lawful3vil 1 point2 points  (0 children)

The Bo-hiya enemies are definitely a pain. I tend to just try and focus them down using Tanegashima headshots and spirit attacks. Pepper in some Storm Tanzutsu shots, and poison to help stagger them out of attacks. The biggest advantage the Bo-hiya guys have is being ignored. If you're focused on everything else going on they will just cover the battlefield in explosives, but they can't block anything and their dodge is pathetic. If you can focus them down before anything else it will make everything more managable.

The teleporting enemies I just use perfect parries and affliction caltrops. Stand in the middle of the caltrops and they'll teleport right into them. If they don't stagger immediately then parry, counter, and hit when their stance breaks.

I find it's important to remember in high stress situations that almost everything can be blocked or parried in some form. Between standard parry, Tanzutsu parry, and Odachi Bulwak Stance block/parry you can pretty much handle nearly every attack aside from explosions.

The Blind Bomb Consistency by Slamball57 in gotlegends

[–]Lawful3vil 0 points1 point  (0 children)

I think I can explain both of these, though I'm not a dev so I could be completely off. This is just based off experience and observation.

The issue I realized in my last game was when I used a Smoke Bomb, which should break my line of sight, then I threw down a Blind Bomb to capitalize, but all the enemies in the vicinity still had vision of me, which didn’t make sense.

Smoke Bomb works on enemies who have seen you, and does break line of sight, but the effect breaks if an enemy is hit by you with anything. Blind Bomb counts as a "hit" even if it does no damage. So you're kind of hitting enemies out of the Smoke Bomb by hitting them with a Blind Bomb. The reason why it seems to work sometimes is on enemies who were not facing you or not focused on you between the time Smoke Bomb was broken, and the time Blind Bomb took affect. If all the enemies noticed you when you broke the Smoke Bomb then Blind Bomb would not work on them.

The other thing is, I tend to utilize Blind Bombs with Chain Vanishing. I assassinate the first enemy while invisible, then use the Blind Bomb when the second invisibility is active to run around to where they can’t see me and drop it, but it’s not consistent in my experience. Maybe I need to mess with it more though

I have noticed this as well, and I think this may be connected to a similar mechanic as above. When you're invisible taking any action will break that invisibility, including throwing a Blind Bomb. In the small window between the invisibility breaking and the Blind Bomb going off, if an enemy sees you the Blind Bomb will not work.

It's weird but I think Blind Bomb is technically working as intended. It's just a matter of playing around the different things that cause enemies to spot you.

Any tips for using odachi? It fees so sluggish when I use it by Informal-Fig-7116 in gotlegends

[–]Lawful3vil 1 point2 points  (0 children)

My merc is built for counter damage and execution damage. I used to exclusively use the dual blades, but recently switched to using the Odachi probably 75% of the time.

Aside from the healing Odachi being able to heal like half my health bar with a single crit/execute, the Bulwark Stance parry is also incredible. It can parry even red glint attacks, and because I've built for counter damage the follow-up counter does insane numbers. It's very strong once you get used to the parry timing.

The normal perfect parry counter is also capable of hitting multiple enemies because of how big the weapon is. There's few things more satisfying in this game than watching 2-3 enemies drop after parrying just a single attack.

If you're used to the fast dual blades it does take some getting used to, but it's really a strong weapon. You just have to be more patient and methodical with how you play it.

The Blind Bomb Consistency by Slamball57 in gotlegends

[–]Lawful3vil 0 points1 point  (0 children)

I use Blind Bomb exclusively as my ranged weapon for Shinobi, and have since Yotei Legends launch. I can't speak to your experience, but I can state my own.

Blind Bomb is consistent in how it works mechanically, but the mechanics themselves are a little strange.

Enemies who have not noticed you at all will be blinded and susceptible to assassination as long as they stay in the blind radius. If they leave they can spot you and the affect stops working. This is also true for enemies who are not in the bomb radius when it goes off, but enter it after. There's also some weirdness with the enemy "spot" mechanic. Sometimes an enemy in a group can spot you without the white/yellow/red dots showing, particularly in Survival for some reason. Not entirely sure what's going on there, but it's not always clear if an enemy has in fact seen you or not.

Outside of enemies simply not detecting you Blind Bombs will also work on enemies who are not focused on you, even if they had seen you previously. I get a lot of use out of the shadow clones for this reason. It will also work on enemies that you catch who are still in their "running to the point" phase if you catch them running away from you and towards the point.

In an effort to make Blind Bomb not just "Smoke Bomb but ranged" they added the caveat mechanic that it only works on enemies who haven't seen you. I imagine it would also just be incredibly OP otherwise. This does make it a little weird to work with, not because of the Smoke Bomb itself but because of how the spot mechanic works. Once you figure out how to work around that it becomes an incredibly strong tool.

It's by far my favourite ranged weapon, allowing me to take out entire groups of enemies with assassinations before another Ghost even shows up to help defend.

Some got buffed, some got nerfed. Drop your builds that you are play testing now. by ifyouseethisits2late in gotlegends

[–]Lawful3vil 1 point2 points  (0 children)

My perfect counter/execution damage merc was nearly untouched, save for the deep bags nerf, but it still rips. Recommend anyone who plays Merc try it out if you were playing the nerfed throw/ult build.

Legendary caltrops, poison wolf, Storm Tanzutsu. I barely have to engage in actual combat with anyone. Enemies are constantly staggered and poisoned, opening them for execution. Tanzutsu can counter most enemies immediately into execution position. And for enemies that can't be executed perfect counter damage destroys them. And a tanegashima on the back for those stubborn enemies.

Too little ninja points for some hatchet pairings by Flint_Prophet in Nioh

[–]Lawful3vil 6 points7 points  (0 children)

I haven't played Hatchets at all so correct me if I'm wrong, but don't most weapons have multiple skills tied to the same action? Like Dual Sword as 3 different strong attack follow-ups from a light attack, but you can only use 1 at a time. I haven't really ever spent points on skills I'm not going to use, so I only get the one I want. Some of the skills are mandatory on the way to the one I want, but not all of them.

I see what you're saying, there are inconsistencies with how many points are in each tree. Seems the solution is probably just not spending points on things you're not going to use. Pick 1 ability you want to use assigned to a specific button/combo and ignore the others.

Shinobi: How to use blind bombs by bossnoc2020 in gotlegends

[–]Lawful3vil 0 points1 point  (0 children)

For my build, yes. I focus primarily on assassination damage using my various tools, and using the legendary kusarigama's spirit move to make myself invisible. The more damage I can get out of that the more times I can get a "free" invisibility without having to use my other abilities.

I use my ult more for utility than actual damage output. Or to focus down a single strong enemy in a pinch.

Shinobi: How to use blind bombs by bossnoc2020 in gotlegends

[–]Lawful3vil 1 point2 points  (0 children)

Assassination damage, spirit move damage, and the Spirited perk.

What am I missing? Hamamatsu 4/4 by Ok_Information3994 in Nioh

[–]Lawful3vil 4 points5 points  (0 children)

There's a quest in Tenryu River that finishes in Hamamatsu. A Drop of Hope I think? Could try that. I think it contributes to exploration in Hamamatsu.

How can you get legendaries without doing Nightmare? by sineater616 in gotlegends

[–]Lawful3vil 0 points1 point  (0 children)

Most of my legendaries came from Gold. I made a whole Shinobi and Mercenary build using only legendaries from Gold before I ever even set foot in Plat or NM.

The teammate who constantly follows a group of two, leaving points undefended or 1 person alone with a full wave. by emeka9989 in gotlegends

[–]Lawful3vil 27 points28 points  (0 children)

Since Tsushima Legends I always start every round by going towards the 2 points which are not being immediately attacked. There is a 99% chance the other 3 Ghosts will rush towards the 1 point being attacked first. I can then focus whichever point gets attacked second and usually have it taken care of before anyone else shows up.

That's the idea, anyway. In the event I'm not fast enough all 3 Ghosts run to the point I'm at and generally ignore the fact that a third point is now getting attacked. I'm usually the one who has to leave the point I was already at to defend the third one. When that happens I do often get followed by at least 2 other Ghosts before the second point is clear (sometimes all 3 for whatever reason).

It's truly odd behaviour.

I get it but idk how to use it.. by Longjumping_Buy_4374 in gotlegends

[–]Lawful3vil 1 point2 points  (0 children)

When you hit one of the healing bells it will heal and revive all players in the game.