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Only, instead of doing the sane thing and change it, they just decided to give you the option to "un-upgrade" the guns
I don't know if anyone has the exact formula yet, but the gist is this...
The enemy levels scale with:
1: Area (world / region / instance? Seems to get higher the further you get in the story)
2: Your PL (calculation of 2 highest Archetypes and weighted average of weapon levels)
The important takeaways for me are this:
1: Enemy level gets higher as you progress through the story, whether you level / upgrade, or not
2: Enemy level will ALWAYS be higher than yours. (At least your PL+1)
3: Upgrading weapons is dangerous and can ultimately hurt you, because without the formula or testing, you don't know how many upgrades you can buy without increasing enemy scaling.
And because enemies are always a higher level than you, making a +20 gun just means the enemies will have lvl 21 health and damage output, despite your health and armor having been capped several levels earlier.
They would have to change too much to fix this at this point, And I have a feeling that those that actually know what they are doing, either quit or got fired, as "Remnant 2" feels like an entirely different game.
They tried SUPER hard to hide everything, removed all player progression, broke the HELL out of a few builds, then claimed "Balance" as the reason, when they have combo's dealing hundreds of thousands of damage.
Just laughable.
Difficulty Enemy HP Enemy DMG Boss HP Boss DMG XP Gains
Survivor 100% 100% 100% 100% 100%
Veteran 150% 165% 165% 165% 115%
Nightmare 250% 350% 312.5% 265.5% 130%
Apocalypse 275% 450% 412.5% 405% 150%
Enemies also get something like 5-10% buffs per level, so on Apoc, they get something like, 900-1350% damage scaling for instance...
Meaning, you have anywhere from 450-900% less tank, just for leveling up.
So this is a great first step.
Hopefully they fix the actual problem eventually.