Estarc said:
A leveling system is a tried and true, well understood system of player progression. I'd say it is great for non-linear games like Bethesda titles since they can't rely on you being at set point in the story or whatever after the appropriate play time for a new ability or power up.
In a system that has stats as well as abilities things are a bit interesting. The main benefit of stats is to gate content in non-linear games. Bandits have low stats and can be fought at low level, dragons and giants higher stats and need more levels for example. Things get interesting when you level up and the bandits are worthless now though, especially in a game that likes you to re-explore old areas. If the bandits don't scale in level then you'll one shot them all due to bigger numbers and take no damage. Entertaining for five minutes, but then it becomes boring so you never do that content again. In this case the level system was only good for gating off later game content. But with good implementation of a level scaling system, your numbers should still comfortably grow a bit over the bandits and the new abilities you've unlocked should further increase your power. This should leave you with enemies who can still kill you if you play poorly, but that you can easily dominate with proper play.
A level scaling system that keeps your power equal with your enemies' all game isn't the "very best" execution of the system. It is a failure. But it would still serve as a way to gate content, even if it is a poor way to do so.
Going back to an earlier area with weaker enemies is the evidence of your progress. Sure, you wouldn't want to stay there for any length of time nor does any game that I know of force you to. There seems to be this idea that a game should be challenging 100% of the time, even when going back to visit starting areas. Going back to a starting area is often refreshing, to see how far you have come.
In fact, when I play JRPG's, I often decide when it's time to continue with the story when I can one shot the enemies and I can explore no farther without advancing the story. With level scaling, I would never leave an area. Level scaling is just not satisfying. If you truly get your thrills by exploring the whole world before the game really begins, then level scaling is for you. I wouldn't want to do that. Going to new places as the game unfolds is far more interesting to me.