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 | 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 | Rookie (4) | Slippery | Allows you to shoot while sprinting, sliding and vaulting. | |
| Muscle Memory | Rookie (4) | Slippery | Allows you to reload weapons while sprinting, sliding and vaulting. | |
| Parkour! | Rookie (4) | Slippery | Increased vaulting and climbing speed. | |
| Power Slide | Rookie (4) | Slippery | Increased slide distance. | |
| 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 | 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 | 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 | 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 | 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 | Pro (9) | Slippery | -20% Stamina cost for dodging and dashing. | |
| 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 | Pro (9) | Slippery | -15% Stamina cost attacks with Blades. | |
| Mad Dash | Pro (9) | Dash | +100% Dash range toward enemies. | |
| Mean Streak | Pro (9) | Dash | +40% Stamina after neutralizing an enemy while Dashing. | |
| Mind Over Matter | Pro (9) | Ready, Rested, Reloaded | -25% Recoil when aiming. | |
| Ready, Rested, Reloaded | Pro (9) | - | -10% Stamina cost for shooting AR and SMGs. | |
| Seeing Double | Pro (9) | Lead And Steel | Increased damage and Stun chance with counterattacks. | |
| Spice Of Life | Pro (9) | Ready, Rested, Reloaded | +15% weapon swap speed,. -30% bullet spread briefly after swapping weapons. | |
| Steady Grip | Pro (9) | Dash | Allows you to shoot while Dashing. | |
| Tunnel Vision | Pro (9) | Ready, Rested, Reloaded | +20% Effective range and accuracy. | |
| Aerial Acrobat | Phenom (15) | Air Dash | Improves midair maneuverability. | |
| Aerodynamic | Phenom (15) | Air Dash | +30% Mitigation Strength while in midair. | |
| Air Dash | Phenom (15) | Dash | -20% Dash Stamina cost. | |
| Air Kerenzikov | Phenom (15) | - | Activating Kerenzikov in mid-air keeps you suspended in the air and extends its duration. | |
| Finisher: Bladerunner | Phenom (15) | Lead And Steel | -15% Stamina cost attacks with Blades. | |
| Flash Of Steel | Phenom (15) | Finisher: Bladerunner | +25% Movement Speed and Attack Speed for 6 sec. after performing a Finisher. | |
| Going The Distance | Phenom (15) | Finisher: Bladerunner | +100% Finisher range. | |
| Gundancer | Phenom (15) | Sharpshooter | Aiming no longer slows movement. Allows you to shoot while vaulting. | |
| Opportunist | Phenom (15) | Finisher: Bladerunner | Enemies affected by Stagger, Stun, Blinding and Bleeding are more susceptible to Finishers. | |
| Practice Makes Perfect | Phenom (15) | - | +7% Crit Chance and Crit Damage per stack of Sharpshooter. | |
| Sharpshooter | Phenom (15) | Ready, Rested, Reloaded | +15% aim speed. | |
| Shoot To Chill | Phenom (15) | Sharpshooter | +4% Armor Penetration for automatic weapons per stack of Sharpshooter. | |
| Spray And Pray | Phenom (15) | Sharpshooter | -10% Stamina cost for hip-firing. | |
| 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 | 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 | 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 | Legend (20) | Air Dash | +25 Stamina from performing Air Dashes and Double Jumps. |