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This way you actually have more of a reason and pay off for deep investment of an attribute.
Also makes it so you can't just do everything which was a point of the level scaling in the first place.
Level scaling is simply more fun, I prefer having to use skill to beach a challenge over just grinding and looting mindlessly.
That's why I want an option to turn it off, so that both parties are happy
Devs shouldn't be forcing a particular playstyle or build on players; updates to a game like this needs to give the player more freedom, not less.
https://www.nexusmods.com/cyberpunk2077/mods/9388
This body skill check doesn't "stop" at 10. If you do this quest with having high level it can rise to 15. So in process of grinding to get T5 Gorilla Arms (and not leveling Body meanwhile) you might still get locked off by the scaling.
I'm not sure, maybe environment skill checks now 'freeze' in the moment you reveal them, so it's somewhat managable (in a really annoying way, like having few unspend attribute points), but you cannot get back later to dialog checks, so the problem is still there.
But yeah, level scaling the skill challenges has made some places near unreachable due to requiring 20 in one or two very specific skills. Or at least unreachable if you want to complete bonus objectives like finishing a gig stealthily. But I suppose this might just be intended behaviour.
I personally think ideas like this are the "soulsborne" effect. All these devs want their games to be "hard" and not allow you to have a way to make your playthrough easier through intelligence or planning. Maybe I'll just download a cheat and run through the story with all god stats and weapons. Not my first choice, but it's ahead of random dev annoyance code.
If addition of scaling was with intention to make game 'hard' like souls game it was a huge miss, because those games do not have scaling and it's one of theirs strong aspects. In Elden Ring you HAVE low and high level areas. You can rush to Caelid at the very beggining but it will be a lot harder there than progressing with more 'intented' path and reaching the in right time.
CP2077 also had low and high level areas pre 2.0 as well as Witcher 3 and it worked. Sure, Witcher had some issues with overleveling main quest if you did to many side quest but they patched it out better or worse. Hell, they also added scaling in one of the patches, but is was entirely OPTIONAL.
You can literally get 20 something at lvl 15, and 2 20s at lvl 30, wth are you doing with your build?
If you spread it all over and went with 6 points on each state then yeah, I can see you failing every state check.
By the end of it you can literally have 3 main stats, leaving only 2 to fail on those checks.
The FOMO is heavy on these people.