comment: >
  
  I am with you that a sense of progression and reward is something video games need.
  But I still think the Level system in Witcher 3 wasn't the right way to go with it. There would have been a wonderful progression system right there that felt somewhat lackluster and seemingly neglected: Mutagens. 
  Not to mention there can be progression via Gear (drops from bosses, rewards from quests), and if need be, even skill points. Geralt can also find skill points from Places of Power, and I wouldn't mind having skill points as rewards for quests or missions in case this sort of progression and character development is desired.
context: /u/MaralDesa (OP) has awarded 1 delta(s) in this post.
  All comments that earned deltas (from OP or other users) are listed here, in /r/DeltaLog.
  Please note that a change of view doesn't necessarily mean a reversal, or that the conversation has ended.
  ^Delta System Explained ^| ^Deltaboards >
  
  
  Fairly at the beginning of the game, after the player leaves the tutorial section, Geralt is given 3 leads as to where to go look for Ciri. The 3 leads refer to 3 different areas on the map, and it's suggested that it is up to the player where to go first. The 3 leads are basically circular and the order in which they are followed doesn't affect the outcome. But because there are levels, and enemies also do have levels, the order is more or less restricted, as in the player does A first, then B, then C. The restriction feels arbitrary, especially since there actually is dialogue for going to C first, yet given the level situation, no one does that.
  
  I don't think that's a problem with the level system itself, rather that the game didn't bother to scale the enemies in those areas relative to your level, which would have easily fixed this. >
  
  I hate when video games scale your enemies level because all the fights in the game stay at the same difficulty and you don't even notice your growth >
  
  I’m with you on that. 
  My favourite thing in bannerlord is when im a mid level lord and the little bandit gangs that beat the shit out of me run in terror from my army of Cataphracts! >
  
  I agree with you completly that from a lore and logical perspective it makes no sense. However you have to remember this is a video game and the most important aspect is gameplay.  
  Being able to level up, get stronger, and improve your character the longer you play is fun and rewarding. It draws people back to continue playing and drives them towards short term happiness from each level. While not everyone needs this quick burst of dopamine in order to keep playing, it allows other players who would not continue playing to continue playing. The more people you can get to play your game and keep playing it the more successful it becomes (see mobile games). Seeing an item that is too high level gives one a goal to work towards. Seeing a monster that is too high level gives someone a goal to work towards. Giving these obtainable and visible goals is key to allowing all the players who play your game to enjoy it without getting bored and quitting.