Value Imbalance in Each Stage of Game (ea)

I have played this game 40h, I think there are some value questions. I’d like to divide this ea version into 4 parts:

  1. birth ~ enter sacrament
  2. Warrick ~ sewer
  3. sewer ~ mountain
  4. mountain ~ crucible
    At the early stage of this game, players don’t understand the enchantment and jewel. During this stage, most players treat this game like a soul game, they may use every weapon or clothes. But if you treat boss like guard of the tree in Elden ring, you may feel very uncomfortable when you see the new enemy.
    So, many players developed many ways to reduce the difficulty, like using save-load to get a good double dagger(ice + recover green bar + recover yellow bar + “vampire” = enemy cannot move). But if so, this game is not like a soul game, it turns into Diablo!
    For me, rather than “progress leads difficulty”, I’d better like the combination of “progress leads difficulty” and “Hide points” in legends of Zelda: breath of the wild and tears of kingdom. In those 2 Zelda game, what kind of enemy, the value of enemy’s defence, attack, HP are influence by how many enemies you have defeated. So you won’t feel the difficulty suddenly increase, instead of situation like someone who just beat Warrick returned to Sailor’s Village to be ruined by the mobs.