Adam Smasher Experience In Patch 2.1 (Cyberpunk 2077)



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Adam Smasher Experience In Patch 2.1 (Cyberpunk 2077)
Adam Smasher All Scenes – https://youtu.be/2shfHrLtuDg?si=H-uTtGYmetxXnHIl
Adam Smasher Before Patch Fight – https://youtu.be/8ZAbe4FhXmQ?si=Jxsl_Rso8-zuecG5
#cyberpunk #cyberpunk2077 #phantomliberty #ai #adamsmasher #fearthereaper #bossfight

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14 thoughts on “Adam Smasher Experience In Patch 2.1 (Cyberpunk 2077)”

  1. It’s hilarious all the people saying he’s still too easy are using op builds that make everything easy! If you fight him without going out of your way to break the game he’s an absolute unit

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  2. I'm not here just to be a contrarian but I think the trail VFX they added is out of place. Yeah it's a cool visual, but seems mismatched. The defense of this trait would come from a misunderstanding of how the trail is generated. It's not actually from the sandevistan itself, but by the user moving so fast that they leave an afterimage behind. It's a relatively common detail in certain anime, usually ones with a lot of fighting. If you compare to Edgerunners the difference of sandevistan speed from the anime is huge, so it's reasonable for it to be there, but in the game Adam Smasher simply does not look like he is moving nearly fast enough that he should be leaving afterimages behind which is what makes it feel out of place.
    The simplest fix that doesn't involve the devs needing to remake assets would be to just speed up his animation. Other enemies with sandevistan run as fast or faster than Adam Smasher and they blur the area around them, but make no afterimage effect.

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