>>111016I mostly agree. I think in general the satisfaction of leveling up comes from a mixture of visuals, actual power, and relevance, while the game should continue to be challenging because otherwise the coolness wears off fast. Gonna rant a bit to ground it.
Back in WotLK I felt powerful when blinking around and kiting the fuck out of a group of enemies as a fragile frost mage, or proccing gigantic pyroblasts all the time with a fire build. Even though both builds required endlessly repeating my rotations, raid bosses had various mechanics that required skill to get right. But look up something like the fight with Beelzebub in SMT4 and you'll see it's basically the same as any other bossfight: attack, candy, debilitate, dispel, heal, restore mana, four characters each using maybe 3/4 samey moves. I love his design so I was happy to have him alongside me in the final stretch of the game, but it didn't make me feel powerful. In WoW, I had enough spells and stuff that it felt much cooler than spamming AoE with every demon in every turn of every fight. Adding some embroidering to my pants or enchanting my cloak didn't make me feel any better, though, it was kinda boring. Stats weren't what made it great.
I think the most important example of greater power being both cool and kinda boring in turn-based combat is the exponential power curve of casters in tabletop caused by the bajillion options they start to gain as they advance. It ends up trivializing encounters and it's a complaint I see a lot when it comes to people talking about their experience with higher level play, there is such a thing as too cool.
Two cases of increasing turn-based coolness that do have better mechanics and remain difficult to me were Epic Battle Fantasy 5, where the difference between 10k and 1M damage depends on how good you are at combining equipment/stat increases/conditions/elements/etc., so you do 90% extra attack, -90% defense, double damage from enchanted, 50% extra from condition, 70% extra from element, 30% from weapon, double crits, all of which you have to set up with a good deal of actions with cooldowns, choices, while juggling all the other mechanics. Etrian Odyssey too, I've heard it never stops whooping your ass but continues to be awesome, though I dropped EO5 at the Hippogryph fight (not a fan of grinding). The golem and FOEs certainly required a particular skillset, organization, and reactivity to get done, and I don't remember there being one exact way to do it perfectly. (Also the shaman is sexy.)
TES is pretty infamous when it comes to scaling, with seemingly nothing inbetween it being a chore and breaking everything with potions and magic. I've only played Skyrim, but it sucked. Fallout 3 was also painful compared to New Vegas, especially in the swamp DLC where everything was a bullet sponge, while in NV I was gibbing people with a bigass anti-materiel rifle and explosive bullets. However, that's an example of becoming overpowered that I think is alright only because in all of these the combat is bad, plain and simple. If the combat mechanics are good, it should always remain tough.
Last but not least (and I believe it's a particularly good example) is the comparison between calling down fire and brimstone in Gothic 1 vs Planescape: Torment.
In Gothic when I finally got to the endgame and became able to use the Rain of Fire rune it was surprisingly disappointing, because there was nothing good to use it on. I returned to the biggest town with the biggest amount of dudes, and went around in circles killing everyone with ease until I realized all the generic NPCs respawned the moment I stopped looking at them, it was totally pointless. And it's just a few pieces of fire coming down here and there. But the opposite happened in PS:T, where the most powerful spells have their own sick-ass cutscenes with awesome visuals. When you use Meteor Storm Bombardment, you're shown destroying a whole-ass asteroid and bringing down its fragments to wreck everything around you. I think the former fails because you're pointlessly hitting a bunch of rubber dolls versus actually worthwhile enemies in the latter at the same time that it's a better spectacle.