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Going The Distance



Going The Distance
Going The Distance
Class Reflexes Perk
Attribute Reflexes
Tier Phenom (15)
Levels 1
Requires Finisher: Bladerunner
Affects Only affects Blades

Going The Distance doubles the range at which V can start a finisher. An enemy that would have needed one more step is now close enough. It is part of the blade branch of the Reflexes tree. It sounds minor and it changes how often the branch's best move is available.

Effect


A finisher has to begin within reach, and in a moving fight that reach is the thing most often missed. Doubling it means the move fires when the button is pressed rather than being swallowed by a half step.

In a crowd the extra range also means the next enemy is already inside it. The kill does not have to be walked to, which is what lets the finisher be used repeatedly.

How to Unlock Going The Distance


It sits behind the Phenom gate of the Reflexes tree and is bought from Finisher: Bladerunner.

Perk Tree


Going The Distance is bought from Finisher: Bladerunner in the Reflexes tree.

Name Image Tier Effect
Finisher: Bladerunner Finisher: Bladerunner Phenom (15) -15% Stamina cost attacks with Blades.

Character Builds


The build is a blade Reflexes build that uses its finisher as a core move rather than a flourish, which is how the branch is meant to play.

Buy it at the Phenom gate from Finisher: Bladerunner. Opportunist makes weakened enemies susceptible and this perk means they do not have to be walked to, so the two together are what make the finisher reliable in a moving fight.

Notes


Flash Of Steel speeds V up after a finisher, and this perk means the speed does not have to be spent closing distance.

Blades are the only weapons it applies to.

All Reflexes Perks



Every reflexes perk in the game is listed below.

Name Image Tier Requires Effect
Multitasker Multitasker Rookie (4) Slippery Allows you to shoot while sprinting, sliding and vaulting.
Muscle Memory Muscle Memory Rookie (4) Slippery Allows you to reload weapons while sprinting, sliding and vaulting.
Parkour! Parkour! Rookie (4) Slippery Increased vaulting and climbing speed.
Power Slide Power Slide Rookie (4) Slippery Increased slide distance.
Slippery Slippery Rookie (4) - The faster you move, the more difficult for enemies to shoot you. Effect increases when Dashing, dodging, sliding, sprinting and vaulting.
Stuntjock Stuntjock Rookie (4) - Unlocks preem new ways to exit vehicles: Jump out. Slide out. You can also draw and fire weapons during these stunts. While driving: No bullet spread penalty from movement. -50% bullet spread overall
Bullet Deflect Bullet Deflect Pro (9) Lead And Steel When your Stamina is above 33%, blocking projectiles will Deflect them to wherever your reticle is aimed. Well-timed blocking just before being hit increases the damage you deal with deflected bullets.
Bullet Time Bullet Time Pro (9) Bullet Deflect Whenever time is slowed, Bullet Deflect does not consume Stamina and deflections automatically hit enemies for Crit Damage.
Can't Touch This Can't Touch This Pro (9) Dash +100% Mitigation Chance when performing a Dash. Mitigation grants a chance to reduce incoming damage by current Mitigation Strength (default 50%).
Dash Dash Pro (9) Slippery -20% Stamina cost for dodging and dashing.
Flash And Thunderclap Flash And Thunderclap Pro (9) Mad Dash, Seeing Double When performing Strong Attacks, you now automatically leap to enemies within range. These Leap Attacks can be also performed from midair and deal additional damage that scales with the distance of the leap (max +50%).
Lead And Steel Lead And Steel Pro (9) Slippery -15% Stamina cost attacks with Blades.
Mad Dash Mad Dash Pro (9) Dash +100% Dash range toward enemies.
Mean Streak Mean Streak Pro (9) Dash +40% Stamina after neutralizing an enemy while Dashing.
Mind Over Matter Mind Over Matter Pro (9) Ready, Rested, Reloaded -25% Recoil when aiming.
Ready, Rested, Reloaded Ready, Rested, Reloaded Pro (9) - -10% Stamina cost for shooting AR and SMGs.
Seeing Double Seeing Double Pro (9) Lead And Steel Increased damage and Stun chance with counterattacks.
Spice Of Life Spice Of Life Pro (9) Ready, Rested, Reloaded +15% weapon swap speed,. -30% bullet spread briefly after swapping weapons.
Steady Grip Steady Grip Pro (9) Dash Allows you to shoot while Dashing.
Tunnel Vision Tunnel Vision Pro (9) Ready, Rested, Reloaded +20% Effective range and accuracy.
Aerial Acrobat Aerial Acrobat Phenom (15) Air Dash Improves midair maneuverability.
Aerodynamic Aerodynamic Phenom (15) Air Dash +30% Mitigation Strength while in midair.
Air Dash Air Dash Phenom (15) Dash -20% Dash Stamina cost.
Air Kerenzikov Air Kerenzikov Phenom (15) - Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration.
Finisher: Bladerunner Finisher: Bladerunner Phenom (15) Lead And Steel -15% Stamina cost attacks with Blades.
Flash Of Steel Flash Of Steel Phenom (15) Finisher: Bladerunner +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher.
Going The Distance Going The Distance Phenom (15) Finisher: Bladerunner +100% Finisher range.
Gundancer Gundancer Phenom (15) Sharpshooter Aiming no longer slows movement. Allows you to shoot while vaulting.
Opportunist Opportunist Phenom (15) Finisher: Bladerunner Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers.
Practice Makes Perfect Practice Makes Perfect Phenom (15) - +7% Crit Chance and Crit Damage per stack of Sharpshooter.
Sharpshooter Sharpshooter Phenom (15) Ready, Rested, Reloaded +15% aim speed.
Shoot To Chill Shoot To Chill Phenom (15) Sharpshooter +4% Armor Penetration for automatic weapons per stack of Sharpshooter.
Spray And Pray Spray And Pray Phenom (15) Sharpshooter -10% Stamina cost for hip-firing.
Salt In The Wound Salt In The Wound Legend (20) Sharpshooter Shooting the same target 7 consecutive times deals bonus damage equal to 100% of the total damage from those shots.
Slaughterhouse Slaughterhouse Legend (20) Finisher: Bladerunner All attacks, counterattacks and deflected bullets apply Bleeding, which increases dismemberment chance. Bleeding cannot kill enemies, but does make them more susceptible to Finishers. +25 Stamina from dismembering.
Submachine Fun Submachine Fun Legend (20) Sharpshooter Swapping Submachine Guns is faster and automatically reloads them, +22% fire rate after swapping to an SMG. Normal reloading ends the effect.
Tailwind Tailwind Legend (20) Air Dash +25 Stamina from performing Air Dashes and Double Jumps.