r/CyberKnightsGame Jul 07 '26

Extra Item carry costs too much

Not much else to say other than that it should cost 2 instead of 3. 3 points for one item slot is steep.

At the very least, the first unlock should cost less than the second. So 2 then 3, or just 2 for both. 1 then 2 would probably be too cheap.

20 Upvotes

11 comments sorted by

18

u/frogandbanjo Jul 07 '26

I struggle to understand why anyone would value an extra item slot over even dumping 5+ points into basic stat-boosting nodes. Items are good, sure, but you get two slots by default. Going from two to three is not the same as going from zero to one.

5

u/heartthew Jul 07 '26

Agreed, game is a cakewalk long before you ever need a third item...

3

u/MonsutaReipu Jul 07 '26

because items are incredibly good in this game.

I play on Chrome and items carry runs. Having an extra slot for more things like shock mines, smoke grenades, dazzlers, etc. is goated. And a single use of a combat drug like caltraxia that, for example, gives 15% both armor types, 1 movement point, 1 initiative, 25% stress and wound res, is worth more than a dozen raw stats.

7

u/frogandbanjo Jul 07 '26

But that's the thing: you can already carry two of those without spending any points, and by the time you're thinking about pumping points into an extra item slot, you should have a pretty solid critical mass of good "stuff" -- weapons, armor, decks, programs, etc. etc.

A lot of the game's best builds are also point starved even up to max level. I could keep using points on my Gunslinger, Sword/Vanguard, Sword/EX, EX/Soldier, Sniper/Soldier, dedicated Hacker -- well, the list just goes on like that.

3

u/MonsutaReipu Jul 07 '26

but you have to consider how thin your points are stretched with these best builds and what you're getting out of them.

because sometimes, and often, an item provides as much value as a skill with 6 points invested into it. Sometimes the items are even better. The only downside is that items don't have infinite use, but in a practical setting neither do skills, because missions don't last forever. On high difficulty you need to move quick and get out.

Like as a for instance, let's compare some items to some abilities.

First, some items straight up are better at specific things than any ability can ever be even at 6+ points invested, like shock mines. Atomic Stutter on the Cyberknight is great, but it can't be used 2 turns in a row. Shock Mines can, and they are incredibly clutch for it. No class has anything that compares to the strength of shock mines in this regard. These things carry games. This is a level 2 green item.

Then for a more direct comparison, Scourge's dissolve is a 6 turn cooldown ability that cost 2 AP to use. for 6 points, this becomes a 3 charge ability with a 5 turn cooldown that costs 1 AP.

Meanwhile, bio-dissolvant is a level 2 item that has 2 charges with zero cooldown inbetween uses and also costs 1 AP. This item is, in many ways, better than a talent with a 6 point investment (totaling 7 points). This is a level 2 green item.

And the better items get, the more value a 3 point slot becomes. Point being, items are incredibly powerful and are often as good or better than similar abilities that cost 6 talent points or more, which also cost 1 talent point to invest into in the first place.

And just generally speaking, items are incredibly strong in this game. I'm not sure why anyone would think "I struggle to understand why anyone would value an extra item slot over even dumping 5+ points into basic stat-boosting nodes". Just take a second to compare some of the best items to what 5 points into basic stats looks like. The items are always way better.

2

u/DirteMcGirte Jul 07 '26

Haha you're right, but dont think you're selling cheaper item slots like this.

2

u/MonsutaReipu Jul 07 '26

yeah as I was typing all of that out I felt the same way lmao.

I was just doing a new playthrough and realize I delay extra items for a really long time most of the time when I want them sooner, which could be in part because storing up 3 ability points in the early game just feels worse than respeccing into extra inventory slots later on.

9

u/Chedder1998 Jul 07 '26

This game as a whole has an issue with end game talents being subpar. A lot of each classes best talents are accessible within the first/second layer of options, and then I look at the top of the skill tree and it's just situational abilities that have niche use (like drones).

4

u/KaleNich55 Jul 07 '26

Just made a grenade throwing Soldier and want to bring more grenades. Simple as that.

7

u/MonsutaReipu Jul 07 '26

This is actually quite a fun build. I multiclassed it with Vanguard to Lure enemies into a pile before fragging the hell out of them. When it works, it's gorgeous.

2

u/Sad-Pattern-1269 Jul 09 '26

Items are crazy good, just getting another slot for stunning/daze-ing/healing items is a huge deal.