I haven’t read all the replies in here but I’d like to shine a little light on the issue, how we got to where we are and where we are going.
I think that level scaling content is a very useful tool that can help extend the available content. If overused it can completely remove the sense of progression as the world just grows with you. In Breath of the Wild, if you go back to fight the first Lyonel in Zora’s domain after you’ve got the Master Sword, you feel like a badass. It’s awesome!
When we first started making Epoch and were going to Kickstarter, we only had about 30 mins of content (15 if you knew what you were doing). So we added the arena as a temporary feature so people could explore higher levels and test out builds. It ended up being a pretty popular feature so we expanded it and it’s probably going to stick around. We then added a very early version of the monolith and it also scales to your level for similar reasons.
These are not the only 2 end game systems planned and neither are finished yet. Internally, we call the monolith, the minilth because it is a pale shadow of our plans for it. We completely intend to have non-scaled content in the monolith that you will need a strong character to complete. The main campaign is also not level scaled.
Long term, we plan to use both scaled and non-scaled content in our end game systems so that people have a variety of content to play.