Cyberpunk’s Perk tree builds on its best change.
Summary SCREENRANT VIDEO OF THE DAY SCROLL TO CONTINUE WITH CONTENT Cyberpunk 2077's 2.0 patch improves a lot about how weapons work, and with the right set of Perks, the combat plays even better. In fact, Cyberpunk 2.0 changes a lot of things, even outside the Phantom Liberty DLC. It greatly alters many of the game's most basic functions, with a new and improved system of Skills and Perk trees. Cyberware is greatly improved to make character customization even more interesting.
As of the 2.0 update, however, Stamina works in a whole new way. Now, movement doesn't decrease Stamina outside combat, and running and jumping don't decrease Stamina at all. However, every single shot V fires, and every swing of a melee weapon, cuts off a chunk of the Stamina bar. As the bar decreases, so does V's accuracy. And when it runs out, V has to take a break from attacking and wait for it to be restored.
This creates a lot of tension in combat, and is far more interesting than the usual run-and-gun fighting style seen throughout the rest of the genre. In fact, this Stamina system, while unique among FPS RPGs, creates a combat system comparable to Dark Souls.
Different weapon types each get their own set of Stamina-based Perks, too. Lead and Steel decreases the Stamina used by melee attacks with knives and swords, and Bullet Time removes all Stamina consumption caused by deflecting bullets with a melee weapon, as long as time is slowed. Ready, Rested, Reloaded causes assault rifles and SMGs to use less Stamina per shot fired, while Wrecking Ball does the same for blunt melee weapons.
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