The bad design is making the change without doing what is necessary to make it work.
And "fixing" encounter design wouldn't really work either. If you had a more natural set up with encounters from all over the level range side by side, that would be incredibly frustrating and incredibly jarring with the story because you'd constantly have to put on hold quests for no reason except that you needed to grind more.
Woah, woah, woah, woah...
Did it ever occur to you that there should be enemies the player shouldn't be able to beat? You see this all the time in Pen and Paper games - if the DM puts a Black Dragon in front of your Level 4 party, you don't grimace at the DM and say "man, now we need to go outside and kill goblins to twenty sessions..." You deal with it without resorting to combat. Or you don't "deal with it" at all. This idea of running through a game and wiping out enemies in a perfect, sequential order is the sort of mindless gaming that level-scaling encourages.
The whole premise of removing level scaling is to present challenges to the player that require extra effort or thought to overcome instead of having the challenge scale to be beatable by anyone who shows up. Do you sneak past the dragon? Try and bargain with it? Put on some type of distraction or charade to get what you need? Focus on the goal of the dungeon... if it is to get trinket A that is on the other side of the dungeon from the dragon, then you don't bother it. And you pray your DM isn't sadistic enough to wake it up and have it chase your party across God's green earth.
This "all combat, all the time" approach to video game RPGs is what reduces most of them down to boring snooze fests these days. And level scaling directly plays right into that hand of combat-centric design.
Getting the world to work properly and believably without level scaling needs the game mechanics to change so the protagonist and party don't increase in power massively during play. But, while I'd like to see that, the sense of progression and the steady reward of improved loot is an important part of the attraction of RPGs, so that's not a change that can be made lightly either.
Design choices can't be assessed alone, or as if they were part of some ideal game where everything is exactly as you would wish it, they have to be assessed as part of the game they're in. And removing level scaling did nothing good for DAI and plenty bad.
It was never in it, for the record. They designed the game completely, from the ground up with the new engine, to have zero level scaling. So it was never "removed" in the first place.
The fact that the game wasn't run through its paces is clear on a number of fronts, ranging from story points to bugs. The poor balancing of combat (not to mention its overall neutering when it comes to character build options) is another testament to that.





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