I think the progression system could be much more engaging with a few changes:
- Enemies should have fixed health and stats instead of scaling with the player's level.
- V should always remain at 100 base Health, rather than gaining 5 Health automatically every level.
- Survivability should come primarily from player choice, especially through investing Attribute Points into Body and its related perks.
- Weapon and item tiers should provide only marginal stat increases, like 1-2% per tier. Instead most damage increases should again come from player choice, from perks and attributes like Reflex or Cool, not from passive gear scaling.
- Replace the current armour system with one that has diminishing returns, that would remove the need for an arbitrary hard cap, while still preventing armour from becoming overpowered. Like "<damage> * (0.5 + (0.5 * 0.99 ^ (<armour> / 10)))", which would make armour converge towards 50% damage reduction without ever reaching it.
The current level scaling system makes progression feel far less meaningful than it should.
By around level 30, you can already reach your maximum damage output, yet both enemy and player survivability continue scaling all the way to level 60. The result is that both you and your enemies become increasingly spongey.It's not about difficulty, even on Very Hard, you're close to immortal by the end of the game. The problem is that the combat loses its pacing and dynamics. Fights simply take longer because health pools keep increasing, not because enemies become more interesting or dangerous.
Level scaling is simply bad game design. It's often used as a lazy solution to compensate for an overinflated progression system, where numbers keep getting bigger simply because they can, forcing enemies to scale indefinitely just to maintain some sense of challenge. Such steep vertical progression only works in stage based games, where you don't repeatedly encounter the same enemies throughout the game.
Stat increases shouldn’t happen automatically just from leveling up, because that quickly inflates the numbers and makes most combat encounters feel meaningless. Instead, stat increases should be smaller and tied directly to player choices, which would make progression feel much more meaningful.
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