if the game is too difficult you can always lower the difficulty setting.
Lowering the difficulty setting means V takes less and less damage. It's not a viable solution
if the game is too difficult you can always lower the difficulty setting.
Except you are stronger, you have skills no one else in the game has. You are taking on Max tac on your own, Arasaka on your own and now Dog Town. You quite literally are the strongest merc in Night City.
I'm sure there may be some valid criticism in there somewhere if you guys took the time to explain instead of just being contrarian with the most extreme takes. "Level Scaling RUINS the game"? Really...does it really ruin the entire game?
FIne. Try this:Except you are stronger, you have skills no one else in the game has. You are taking on Max tac on your own, Arasaka on your own and now Dog Town. You quite literally are the strongest merc in Night City.
I'm sure there may be some valid criticism in there somewhere if you guys took the time to explain instead of just being contrarian with the most extreme takes. "Level Scaling RUINS the game"? Really...does it really ruin the entire game? Come on mates, lets do better.
You are taking on Max tac on your own, Arasaka on your own and now Dog Town.
Sure it was better to face level 5/10/15/20/25/30 (even max level 35) dudes while you were level 50 fully chromed, with legendary Quick Hacks and overpowered weapons. So much better when you were able to kill them in less time than it takes to say it...Every fight is now the same. Every. Last. One. Every group is now the same group, with one Skull guy and a scattering of 'your level' guys.
Every fight.
In the whole game.
Sure it was better to face level 5/10/15/20/25/30 (even max level 35) dudes while you were level 50 fully chromed, with legendary Quick Hacks and overpowered weapons. So much better when you were able to kill them in less time than it takes to say it...
It was way more interesting and challenging![]()
I would not agree on all of that. The way scaling works in rpg games is that it allows a player to reach over the current scale slightly depending on the gear. If there was no scaling, it would be a point and click adventure if you to low level areas. And these areas would then be avoided if you want challenging combat.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.
This is such an annoying cop out. The game isnt hard, its just slow and tedious now enemies are absolute tanks unless you spec out some of the new incredibly strong builds (looking at you swords).On the other hand if the game is too difficult you can always lower the difficulty setting.
The easy & normal modes are there for these reason, no?But if people prefer to be too powerful, they should have this possibility as well.
Yeah I agree, just make it an option like in WitcherYep, it's a obvious solution
Totally agree. Ranger hardcore was insane. Fights were deadly, that's how you make challenge. It baffles me how people believe bullet-sponges are more challenging. It just makes fights longer, and this update makes them even more so.This is such an annoying cop out. The game isnt hard, its just slow and tedious now enemies are absolute tanks unless you spec out some of the new incredibly strong builds (looking at you swords).
People need to play ranger hardcore on Metro Redux, its a great challenge that basically turns everyone into glass cannons, you can literally die to one shot, but so can your enemies.
Bullet sponge enemies are lazy design that just slow gameplay down.
I am sorry but thats not true, i did the same with my chars and my skills are only between 5 and 20 and i one shot most of my ennemies from stealth. Didnt one shotted the one with the Death head though. I only did a few GIG and NCPD event so far but I think the only one that i didnt one shot was those heavy armored guys in some NCPD event. I am using the Seraph pistol and i think u need to use the heavy hitter pistol to be sure to one shot ennemies like the Seraph or La chigona dorada.Right now I'm testing a fully leveled character (will all stats and perks) equipped with all Tier 5 weapons and Tier 5+ cyberware tailored to stealth headshots and I still need 2-4 headshots (starting from stealth) to take down a common enemy. That's on Very Hard, but still is too much. I think the balance needs to be tweaked a lot because with a character that powerfull I should be able to take out pretty much everyone with one headshot from stealth, regardless of difficulty.
See, there are folks who like to go into challenging places and have that thrill of taking onto an enemy who is guaranteed to be a major pita. From what I read, level scaling should ideally be an option for the folks who like it as you described above.I think the level-scaling was an attempt to increase player freedom and actually make the in-game relationships between factions feel more logical. On the freedom side, V can now actually go anywhere after the heist rather than having to complete districts in a specific order to avoid one-shot flatlines from basic goons.