Well, the title should be pretty self-explanatory, but I'll elaborate a bit on that.
I was reading/watching impressions about the private demo and while most of it sounds impressive and almost unbelievably good, I couldn't help but notice how the press is pointing out that enemies are still tiered by levels and have their level clearly stated as a label close to their names.
I'm definitely disappointed by that, not just because arguments could be made that it's an immersion-breaking detail, but also because I genuinely don't think the game needed levels in the first place from a mechanical standpoint.
If The Witcher 3 is anything to go by, levels were completely superfluous there as well and they introduced far more issues that they solved.
They forced level-gated gear, they introduced a progressive unnecessary stat inflation over time for both the character and the enemies, encouraged item bloat, created nonsensical scenarios from a narrative standpoint (i.e. Wild Hunts general level six, scary big stone golem level 9, then followed by lvl 30 wolves and lvl 40 angry farmers with pitchforks come to mind).
A progression system where you just unlock talents/improve skills without any need for levels would have been so much a better fit for Cyberpunk, especially considering how the pen&paper ruleset was notoriously a level-less one.
I was reading/watching impressions about the private demo and while most of it sounds impressive and almost unbelievably good, I couldn't help but notice how the press is pointing out that enemies are still tiered by levels and have their level clearly stated as a label close to their names.
I'm definitely disappointed by that, not just because arguments could be made that it's an immersion-breaking detail, but also because I genuinely don't think the game needed levels in the first place from a mechanical standpoint.
If The Witcher 3 is anything to go by, levels were completely superfluous there as well and they introduced far more issues that they solved.
They forced level-gated gear, they introduced a progressive unnecessary stat inflation over time for both the character and the enemies, encouraged item bloat, created nonsensical scenarios from a narrative standpoint (i.e. Wild Hunts general level six, scary big stone golem level 9, then followed by lvl 30 wolves and lvl 40 angry farmers with pitchforks come to mind).
A progression system where you just unlock talents/improve skills without any need for levels would have been so much a better fit for Cyberpunk, especially considering how the pen&paper ruleset was notoriously a level-less one.