Not having levels doesn't exclude getting better gear. A steel sword deals more damage than a wooden stick, a plate armor protects more than a t-shirt, a sniper rifle is better than a rock sling. Also, you have to consider not only better gear but DIFFERENT gear: shotgun vs assault rifle, light vs heavy armor, otherwise it just becomes a simple "use the item with the highest nember".
I don't want to play borderlands or destiny.
The devs stated Vampire: the masquerade bloodlines as an inspiration. I'd like to remind everyone that VtMB also doesn't have character levels. You get experience points which are then put into attributes, skills etc which improve the character directly in some area.
Also VtM:B weapons don't have "progression". There are different weapons some of which are direct improvement over others. So you acquire "better" weapons over the course of the game. The weapons themselves don't have improvements, but your stats can make you use them better. A katana is an improvement over tire iron, and so on. The weapons also technically have different characteristics which can make them better against some enemies compared to others. If you are fighting a gargoyle which is a being made of stone, sledgehammer is the way to go even if you own a katana.
I'm starting to get the feeling that this character progression system is what devs are going for. I like the idea very much.
I see numerous advantages in this system and to be honest I've always liked games that utilize it now that I think about it..
- To have character performance improvement come indirectly from character stats creates a slower, more natural-feeling character progression. As opposed to the character level systems sometimes ridiculous differences (lvl 50 character vs lvl 1 mob) which stem from the flat increase of everything per level. Now that I think of it, I consider leveling system to be a "lazy" way to create character progression. I think this system could create a world where every place was theoretically accessible from the beginning. However, mobs would be more difficult in some areas.
- Slower character progression translates to the world having lower and more balanced difficulty inclines. Difficult areas aren't THAT much more difficult compared to beginner areas. You also don't have to artificially gate areas according to levels, since enemies aren't outrageously strong due to level difference.
- You don't need to scale enemies (probably). Scaling is, again, imo a lazy way to achieve the "every place is accessible from the beginning" world. I have always hated scaling enemies, because character progression doesn't make you 'feel stronger'. Its just as difficult regardless how much your level or stats have improved. It makes you feel like you make no progress. I hate it.
- Even if some areas of the game would be more difficult, getting to those areas could be achieved using alternative methods; such as sneaking, hacking, social interaction, disguises, remote controlled drones etc. This builds on the depth and width of character choices.