My understanding is that the OPs criticicism is not really about the existence of certain RPG elements - mainly the progression system - but them being inconsequential at best or harming the experience at worst. And I agree with that.
The thing is, if you removed levels, levelled items and enemies, attributes, skills and perks, the game would largely play the same. Without levels, you just wouldn't have to switch out or upgrade gear all the time to keep it up to date, and you couldn't run into enemies that are way too easy or too hard. Attributes, skills and perks for the most part only give you small numerical bonuses, like 1% here, 5% there, or 10% under specific circumstances. You just don't feel that as player. Perks that meaningfully alter or expand gameplay are very rare. Once you decided for a certain playstyle - handguns and sneaking, for example - you can just dump all your points into the corresponding skill trees without spending much thought on it. Or don't spend them at all, doesn't matter much. It's all overshadowed by the level anyway. You never have to decide between unlocking cool ability A or B.
That you only have to do when it comes to which gun types and which cyberware you want to use. Which is why I would prefer to see these systems being the focus and being expanded - and levels, attributes, skills and perks overhauled or gone. But since I don't believe numbers-based progression systems mesh well with shooter gameplay on a fundamental level, rather gone I think.
Finally someone that gets it. It felt like I was speaking mandarin.
In short, CDPR substitutes classic rpg progression through stats/perks/etc for vertical gear progression. Which is even worse since, unlike looters, there is extremely shallow variety of gear attributes: so it's just increase damage, increase damage, increase damage and +5% to x, increase damage, etc.
And when they playtest and realize this gets out of control, they do two things:
- level scale enemies and calculate damage based on relative difference to player level
- nerf perks&weapon mods, add restrictions to what you can equip so player doesn't get powerful gear early
This also ruins progression, exploration and immersion, and consequently economy ( since you're constantly looting weapons which constantly increases in value, as it scales)
And since they're so poor at balancing, player overlevels enemies eventually..so then they even more upscale enemies (like in TES Oblivion)..which means we're back to square 1, and the game with scaling ( unless you want completely broken difficulty) plays more like action game with flat difficulty, but with plenty of broken abilities and restrictions.
I can't believe I'm saying it, but I think Bethesda, or even Bioware, had far better approach with character/gear progression, with Fallout / Mass Effect.
Perks would give at least 20-25% per rank, and each would would give additional benefit.
No vertical progression on gear, but more powerful perks. Instead, weapons and armor would have pro&cons, and you could further customize it.
And same goes for cyberware.
For example: we all know how broken Sandevistan is. You buy common, then rare, then epic, and finally legendary, all of which increases duration
and effect...until you just steamroll through enemies and kill everyone with no difficulty before it expires. It
very quickly becomes boring.
Like in Witcher, entire "difficulty" comes down to Geralt/V's level being in same proximity of enemies, and then just mindlessly using a few broken, OP abilities, with no real challenge.
Wouldn't it be more interesting if there were different variants, each with advantages and disadvantages depending on type of enemy?
Very short duration, but strongest effect - great against very fast enemies like Tyger Claws
Longer duration, but weak effect - more useful against slow enemies like Animals
Medium duration and effect, but increases movement speed - useful for fast get-aways and traversal
This would indirectly make economy better ( as player has need of greater variety of gear instead of constantly selling it), and encounters/gameplay more engaging and tactical ( instead of just player versus enemy level/damage, you would use different load outs for different types of enemies and encounters).
And world would be much more open to explore with no level restrictions.
It just..makes absolutely no sense what they are doing. They force something in the game that has no sensible reason to be there, make a complete mess of everything, and then instead of realizing what's causing it and directly fixing it..they spend two years trying to come up with workarounds that make an even bigger mess without adressing the cause of the problem.