As far as I can tell, enemy levels are based directly on your creatures’ individual levels, which leads to some interesting gameplay interactions. While I’m all for dynamic scaling, I feel as though the current system has some weaknesses which can be improved.
It feels as though the enemies outscale your general leveling, once the enemies have access to artifacts and spells. e.g. A level 5 realm with six level 50 creatures is much more difficult than with six level 5 creatures. You have to keep updating your artifacts to maintain the same difference in power, but this scales poorly and it becomes harder and harder to keep up. Eventually, it is simply easier to start a new set of six creatures. Of course, this is in turn balanced by increased rewards at higher levels, but I can’t help but feel that the progression is backwards. Leveling up should feel rewarding, not punishing and foreboding. You mentioned Diablo 3 in a different post, which serves an excellent example to draw from. By setting a level cap (I don’t know if Siralim has one yet… If so, explaining this would give a greater sense of purpose), the game scales up to a certain point [level 70], and then allows you access to fixed difficulties in order for you to progress. The greater rifts are challenged only by those at level cap, so dynamic scaling is no longer a factor. Certain achievements as well have being max level as a requirement, to prevent people from abusing the scaling to earn it easier, and setting a fixed benchmark for the difficulty of the achievement. Paragon levels also add to a sublime sense of progression, existing outside of dynamic difficulty and subtly rewarding you for your grind. Basically, by providing options at a fixed difficulty, the game provides a sense of “growing stronger” or “getting better at the game” that dyanmic difficulty does not. Similarly, some sort of flat-scaling realm in Siralim would give players a good benchmark and goal to work towards, without dreading being too high-leveled and thus making the realm too difficult. Currently for example, I feel small satisfaction from completing major sigils because I know they would be far easier if I used a low-level party instead of my current one. However, if all major sigils were at some fixed level, overcoming the challenge would truly reward a sense of accomplishment and provide a tangible late-game goal.
The fact thst enemy creatures individually match your levels leads to certain abusable scenarios. This is exasperated by the fact that the levels are always in the same positions e.g. it seems the lowest level is always on the top-right, at least when my low-level monster is on the bottom-left. You can easily abuse this with say, a Fallen Carnage by having 5 low-level or nether creatures and one high-speed Fallen Carnage to sweep every fight. While I’m all for creative synergies, this strategy in particular is highly binary and very annoying to maintain as it requires constantly swapping in mook creatures. I feel that setting a minimum level for the enemy creatures, taking the average level, or at least randomizing positions would help alleviate this problem. Overall, the fights feel very unnatural and unfair in favor of the player when you have a party of mixed levels.