Level scaling ruins the game

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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?

Level scaling "earned" this bad reputation and now it's essentially stuck with it.

People just automatically go "it's bad".

Like I previously said, I can't give my own opinion on whether it ruins the sense of progression at higher levels but from what I've seen, it clearly doesn't. It made very hard... well, actually challenging. Not on it's own of course, coupled with the other changes but overall having enemies that feel like their sole point of existence is as cannon fodder for V is great.
 

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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.
FIne. Try this:
Level Scaling makes the game boring as fuck. More clear?

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.

Upgrade? Where? I see no upgrade.
 
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 :D
 
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 :D

Yeah, and honestly, the more I play the more I feel like the whole complaint is moot at best.

I find the argument that "now" every single fight is the same is laughable. That's exactly what every fight was before. Regardless of your build. Guns? You could go in guns blazing into every fight. All you had to worry about was snipers. Melee? Same thing. Netrunning? Roll your face on your keyboard and win from a mile away.

At least now there is some thought into netrunning. Enemies are strong enough to pose a threat to you as a melee or gun oriented build.

I'm not against having it as an option, of course, but acting like the sky is falling because of it is hilarious.
 
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.
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.
 
On the other hand if the game is too difficult you can always lower the difficulty setting.
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.
 
But if people prefer to be too powerful, they should have this possibility as well.
The easy & normal modes are there for these reason, no?
I mean, don't choose "very hard" if you want to be god-like V :)

Edit : On a side note, as far as I remember, enemies in the main questline already followed player level. They had a minimum level, but no matter if you complete the quest between this minimum level or the level 50, they never were below average threat.
So at your level :)
 
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I've never seen eye to eye with the complaint. With enemy level coupled to zone based progression you're typically guided in a predetermined direction. Start in zone A, complete zone A, progress to zone B, complete zone B, and on it goes. Along the way your character levels. The enemies also level as those new zones become accessible. Put differently, RPG's without global level scaling nearly always use local level scaling. It's just coupled to the area progression.

The only real difference is the non-globally scaled concept allows revisiting earlier zones to bully easy enemies or veer off the set path and progress into over-leveled zones.

It's intended to be an open world game. Zone based progression is a double edged sword here. You can end up in over or under leveled content. This has it's perks. It could also be viewed as a drawback. Hence why the smart play is to make global scaling optional (TW3 used a good implementation, IMO). Granted, this probably complicates development. Since they have to flesh out both the area based progression and the global scaling. In this case they did an overhaul to abilities and whatnot. Perhaps that's the reason a toggle is unavailable....

In any case, most issues with that global scaling concept aren't due to the concept itself. They're due to the implementation.
 
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.
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 mechanic is band aid non smart way of resolving things.I prefer Gothic alike games even skyrim had max levels for Regions.This level 50 tyger claw everyone becomes super tanky extremely bad decision worth lowering reviews untill fixed which i did this afternoon.Why fix stuff which worked and even when fixing why overdo such stuff without extra solution for those who didnt like it.Grenades and healing cooldown another decision which ruins bomber builds so yeah why not make ammo on cooldown and everything like nintendo games 90s on rail shooters....

RPG where i come to hard enemy retreat and need to come again is much more rewarding than today regime of level scaling.It sucked in Oblivion it was okish in Sacred 1 since you one shot goblins but much less giants,Dragon age origins did it smart way so they never even come close to your strength.This current scaling is pure Oblivion-esque daedric goblins tanking your nerves decision.

Sooner they give option to shut this scaling stupidity the better.

Also i m interested was there pool so they saw that majority wants scaling or it was like random meeting "We should do scaling" -> "Yea bro got ya".
Cause sure as hell less of subjects like these would be popping....
 
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. This increases playthrough variability in addition to letting players do content in the order they find most fun, rather than what the recommended levels dictate. On the lore side, I think level scaling makes the world, especially gang conflicts, feel more believable. If one Valentino could walk over to Watson and solo the whole district because Maelstrom members were always so much weaker due to fixed levels, why haven't they? If Jackie had stayed with Padre and the lads, he'd have become an NPC capable of facetanking everything in Konpeki using the old scaling logic. Truly the biggest mistake of his career.

Right now, everyone is learning the new system and it's extremely doubtful that anyone has gotten to do a full run from a fresh save in the time since 2.0 dropped. That makes it really challenging to gauge the new balance of the game, especially at high levels. We might discover that after playing with 2.0 for a while, things like bullet sponges or underwhelming player options are entirely avoidable with a proper build and understanding of new synergies. But it's also possible that the new balance is actually a bit off and shoehorns people into a handful of viable options. Ideally, you'd get to feel powerful endgame because you got gud and your build synergies outpace the options available to enemies rather than a simple numbers difference via levels. We just don't have any way to know the reality of things until more people have finished 2.0 and uncovered the new build meta.
 
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.
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.
 
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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.
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.
 
Level scaling is awesome!!
Finally makes enemy worth it and makes battles worthy and still leaves room to become badass and overpowered if played right.
 
Personally, I like it now much more. It's more realistic, and I dunno how you guys play, but I am still one hitting everyone with my knife and my stealth play. You have to look out a bit more if you go in guns blazing, but you can blind the enemies, use the environment, pick where to fight to win. It's much more fun now than before. You have to think a bit more strategical...
 
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