So, we have a quite finite set of weapons with randomized stats and bonuses, and overall stat scaling of loot drop, that depends on character's level.
Also we got enemies that scale with character, so, all the parts of the system cancel each other out and in the end we have constant combat dynamics and TTK (time to kill) through the entire game. So, if we ripped this scaling system out of the game, nothing will change, except placebo sense of progression.
Oh yes, and this system makes unique quest items into garbage 2 in hours after you get them.
Does anyone like it? Or would you like to see the system that feels more like New Vegas weapon system - weapons are static, they get bonuses form player's perks and weapon skill, but nothing like order or magnitude increase? So you try different weapons, pick your favourite ones and play with them without need to upgrade them or swap to better drops?
Also we got enemies that scale with character, so, all the parts of the system cancel each other out and in the end we have constant combat dynamics and TTK (time to kill) through the entire game. So, if we ripped this scaling system out of the game, nothing will change, except placebo sense of progression.
Oh yes, and this system makes unique quest items into garbage 2 in hours after you get them.
Does anyone like it? Or would you like to see the system that feels more like New Vegas weapon system - weapons are static, they get bonuses form player's perks and weapon skill, but nothing like order or magnitude increase? So you try different weapons, pick your favourite ones and play with them without need to upgrade them or swap to better drops?