On the paper, I agree enemy level scaling in RPG is lazy game design. But after having finished a new game in 2.0., I must confess it actually felt real good . Before, late game was so easy combats felt meaningless. This time, I made a gunslinger/sniper built with no cyberware (and then with the new rules nearly no armor), meaning you die with two bullets but deal deadly headshots (for "normal" ennemies, but you have to strangle or multi-heashot "strong" enemies) : enemy level scaling really made it a real fun challenge until the end. There was really no feeling of "no progression" here, and no incentive not no level up : since perk tree doesn’t give you just bonuses anymore, but unlocks meaningful new actions for your built that enemy IA is just not able to play with, you in fact progress by developing a playstyle with coherent weapons, mods and actions rather than with mean stats (stealth crouch-sprinting is great, focus and deadeye make gun combats real fun, strong dashes are the only way to win against bosses with this build, more health items charges save you in late game, etc.). Enemy level scaling may be lazy in "normal RPG", but it felt real great in Cyberpunk, and maybe this could be done in other FPS RPG. Could CDPR just remove levels ? Here it’s mostly a good mechanism to cap perk tree (with great stats bonuses only actionable with cyberware now linked with Cool level, Body level, etc., which I did no use). Good side-effect for the open world feeling too : you can now chose to go in every district soon in the game, and there is no more absurd city map with districts full of weak street thugs and others with superhero gangoons (in such a situation why aren’t the stronger gangs owning the whole city ?).