It is without question that in our current state AI in this case Hostiles are going to be fixed, However I am curious if status effects inflicted upon the player may be re worked. ( stuns, poisons, bleed, slows, concussion, daemons) at the current moment in almost no circumstances at the highest difficulty have i been phased by them or felt threatened by them. Perhaps they can be increasingly more of a hazard the higher the game difficulty is set to. It adds great potential to refreshing the combat encounters and strategy needed to get passed the fight. The level design is phenomenal as is, by doing this it will make the players who want to be challenged have a greater appreciation for combat. P.S. Love this game keep it up CDPR
What strategy? My cyberware makes me immune to bleeds/poison/shock, and body 20 makes you immune to stuns and knockdowns.
If you don't have those, what you introduce is basically gear swapping, except it's not great design because most encounters in the game are not single/particular mob encounters. They are swarms of mobs, some of them applying different effects all concurrently.
At best what you accomplish is forcing players to grind eddies for Panacea in their armor mod slots and make them lose armor from armadillo in the process.
The only thing keeping the difficulty of the game on check is lack of proper crit damage caps so that crit damage doesn't completely break the game (I am looking at you, Satori; 500% crit damage vs. the other weapons is ridiculous). Handguns, shotguns, and snipers are even more broken than melee and so is Contagion.
Other than that, only proper AI and damage/health scaling of mobs will make the game bearable.
But the moment they boost enemy damage and health, melee builds will need to be looked at because they really suffer when they can't take down enemies quickly.