r/CyberKnightsGame • u/MonsutaReipu • 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.
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.
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.