Character progression is a very important element of the RPG genre. It's the journey of your character going from total rookie to master, and traditionally this reflects on the difficulty curve. You start the game with an incompetent character and everything is difficult, then you character become more and more competent and things become increasingly easier. The pre 2.0 Cyberpunk was like this. Your V starts low level and combat and stealth and netrunning are hard, and then V increases in experience, buys more and more cyberware, and everything become easier. There's a very good sense of progression in there.
But level scaling ruins it. Now every enemy is as competent as V regardless if it makes sense for them to be (gonks like Valentinos can stand their own against a level 50 super augmented V). It completely removes the sense of progression, it makes V's abilities feel weaker and the enemies become bullet sponges. As a result the game feel samey and it flattens the difficulty curve. It's a dirty way of bringing balacing to the game, regardless if the game actually needs it.
It's an horrible decision and I hope it will be made optional in the near future.
But level scaling ruins it. Now every enemy is as competent as V regardless if it makes sense for them to be (gonks like Valentinos can stand their own against a level 50 super augmented V). It completely removes the sense of progression, it makes V's abilities feel weaker and the enemies become bullet sponges. As a result the game feel samey and it flattens the difficulty curve. It's a dirty way of bringing balacing to the game, regardless if the game actually needs it.
It's an horrible decision and I hope it will be made optional in the near future.