I like level scaling because without it the game can become too easy. I'm a completionist, which means I'll put off a main quest so I can do the side stuff than return to the main quest having overleveled it and the game is now boring. Skyrim is a good example, as the dragons quickly drop off in difficulty as you level up, which means my scrawny Breton battle-mage can go toe-to-toe with a monster of legend and kill it with a few chops to the face. Yes, I'm the chosen one with the blood of a dragon, but it still doesn't feel right that I should be able to kill it so effortlessly. Dragon Age: Inquisition was even worse for me as I found myself constantly checking my level and the suggested level of the next main quest lest I overleveled and found myself bored (thank Andraste for the option to turn on level scaling).
MiskWisk said:
If you want to try and keep the difficulty, stop and think about what would be a reasonable level for the player to be at when they find the place compared to the rewards for completing the task.
How do you determine that beyond building a strictly linear game? What's "reasonable" for one will be unreasonable for another. Let's say there are three types of gamers: gamers that follow the game at a steady but measured pace, gamers who look for anyway to speed through it, and gamers who like to see everything before moving on. Which of these approaches is the "right" approach? Choose wisely, because you've damned the other two to boredom, either from easily mowing down enemies who vastly underlevel them or being forced to grind before they're able to clear the next mission.
Granted, not everything should be leveled with you. Critters and bandits and the like should be weaker as you grow stronger. Further, I feel like weaker enemies should never be thrown out entirely, because it does give you a sense of growth if enemies who terrorized you earlier are cannon fodder for you now, but they should be accompanied by stronger foes. Ultimately, if I reach the final boss and kill him by barely lifting a finger, I feel robbed of any sense of accomplishment. I would rather have a steady difficulty curve than feel like a walking god.