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For example, you go
N'Erud - Labyrinth - Yaesha - Losomn
N'Erud - PL 0
Labyrinth - PL 5
Yaesha - PL 10
Losomn - PL 15
Ashen - PL 20
If you level as you complete the game (as you should), then your level-ups either put you ahead of the curve or behind, depending on how hard you want to grind, and how powerful you want your character to be before you move on.
The curve doesn't move WITH you, keeping you running in place (but falling behind).
Alternatively, you feel that's too hard because you might not be at PL 20 by the end of the game. Okay, make the scaling 3 - 6 - 9 - 12 - 15.
This ensures that by the end, you can be either MORE POWERFUL than the ratio you began with, or less powerful if you so desire.
If you actually want to feel powerful, go back to world 1 later, and you'll still notice the power difference that this system has, without the crippling notion that no matter what, the enemies in your new world will be stronger than you, and you've been wasting your levels and upgrades just falling behind the ever-moving curve.
If the game is too easy, increase difficulty. If it's still too easy, use "challenge items" like the Admiral's ring.
And my point is, even after leveling up, upgrading my weapon, and slotting all four rings AND my amulet PURELY for attack, defense, and health, I still killed slower and died faster than at level 1.
They're not going to do this much if Remnant 1 is any indicator. They nerf stuff that is inherently broken (Enigma will always be broken by design though) but they don't take a nerf bat to the game.
Remnant 1 is a very well balanced game, even though they've had all the time they would have needed to make it a nerf fest.
Just play the game and have fun instead of thinking worst case scenario.
Yes, this is literally how most every game works as you level up. Not everything is a conspiracy. Imagine not using the expanding tools, archetypes, and abilities at your disposal as you level up, making you stronger, if you improve your skill. This game isn't a power fantasy, if you want that, you're in the wrong genre.
Also, imagine playing a squishy archetype and not realize that..most squishy character become even squishier late game unless.
Moving to a system in which enemies have level/power ranges that are dependant on the area/world they're in, which is what older arpgs (Diablo 2, for example) did, or nerfing the aggressive level scaling a bit. Diablo 4 originally had very aggressive level scaling - it was 1:1 - and it often felt like one was treading water, even with finding better gear and constantly leveling up one's character. It was annoying, as any sense of progression was nullified to "keep enemies relevant". What's the point of leveling and equipping 'better' gear if it ultimately doesn't mean anything? Enough players complained, rightfully so, and Blizzard nerfed the level scaling in their last patch. Enemies can now fall up to 5 levels below the player's level.