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I think it's the same with the Heirloom quest in the desert in Act 1. You are about level 16 and in the tomb with the sword, there are level 35 or so undead Azunites. From what I remember, that was not the case in vanilla DS 2.
The one spot where backtracking is intentional is the Blacksmith quest in act 1. There are level 22-24 Tacklak guarding an item for the Blacksmith, but you can do this quest even before you finish act 1.
I think you're supposed to just grab the Heirloom and run, or tough it out and reap the rewards if you take advantage of powers like Invulnerability and Thunderous Shot (with it having the longest stun duration of any power in the game). Funnily enough, Broken World actually makes doing both quests in Act I much more feasible in higher difficulties because the level curve is far smaller than in Mercenary due to the introduction of the expansion's campaign; the Taclak are level 55-56 and the Undead Azunites are level 59-60.
Granted, yes, the levels are a bit buggy for certain things, like the summons the Dark Wizards in Act III being way too high level in Mercenary but too low level in every difficulty afterwards. A few creatures also seemingly don't give out experience or trigger Bestiary entries (Giant Thrusk Channeler, the Rust Guards in the Aman'lu Arena, the Durvlas and Bralls in the rooftop in Act II). There's a mod that fixes most of those oddities, although it does unfortunately come with the side effect of turning many secondary quest minibosses into tedious damage sponges.
I played through that part in BW just yesterday and it spawned a melee undead azunite hero in the heirloom room for me. One hit from him instantly killed (not even KO'd) any character in my party. I chewed through the 5K or so health with my single archer character, kiting and doing 6-15 damage per shot while I parked the rest of my party in a safe spot. Took a while.... Not to mention the side rooms, which are also filled with regular undead azunites, including archers and mages (who resurrect the others). Spent like 90 or so minutes clearing that tomb.
I'm currently running through the first act again without BW (due to the horrendous framerate with BW), so will see what exactly is the situation in the tomb. But I can already tell that the game seems a lot more balanced. Normal enemies are not completely irrelevant and elite enemies actually hurt now. I had pretty much zero issues with BW installed and was constantly overlevelled for the areas because the density seems to have been increased. With fewer enemies, they can actually keep up in levels now. Funny as I thought BW was supposed to make the game harder.
Back when I played the first time, I played from a retail box, which was version 2.0. It's possible the bug/change happened in some of the intermittent patches (2.1-2.3)
I can't comment on the balance of the base game, as the copy I had wouldn't play further than the first Skath in the Azunite Desert and so the dialogue that makes them aggressive never triggered. All I know is that I'm sorta having the same experience as you're having but instead it's with Veteran difficulty in Broken World. In a now-deleted thread I made (that I deleted because the only reply I got said I was full of crap and embarassed me), I commented on how it somehow felt more balanced because there's less chances for you to be overleveled, making even regular enemies relevant, unlike the Mercenary difficulty.
I still find it a shame that Broken World isn't bundled anymore, because playing between Mercenary and Veteran really does feel like playing through pretty different games with different balancing; Mercenary has its spikes in difficulty (Uhn Blasters deal waaaaay more damage than anything else in Act III for some reason, making the mines the hardest dungeon in the main story) but is quite manageable if you stick to the main story, meanwhile Veteran makes regular enemies an actual threat, especially fast and small targets that swarm you, those can catch you incredibly off-guard, and the tighter level curve allows for doing backtrack-requiring quests much earlier than in Mercenary. I wouldn't have played Veteran on the base release, but I'm actually enjoying myself on Veteran in Broken World.
One interesting thing though, it seems aggro is behaving slightly differently without BW. At least it seems that enemies are more likely to go after my damage characters, unless I taunt them.
I plan on going until Elite without BW, so will see. I remember it being pretty easy by late Veteran ages ago, which is where I stopped playing. I heard that BW was supposed to make the game harder, with the skill and armor nerfs especially. But it was a steamroll in Mercenary until mid act 2, where I stopped due to the framerate. Maybe it gets better in later difficulties, I don't know.
I actually like that fact. If it was, there would no longer be a way to play the game without BW.
Same for DS 1. LoA changes a ton of stuff and actually impacts the original campaign quite negatively. I played through everything DS 1 before I got back to DS 2. Played vanilla campaign, Yesterhaven and Utraen Peninsuala first and only after that installed LoA and played through it + Return to Arhok.
That's honestly one of my main gripes with digital distribution. You are usually only given the latest version with the latest patch and can't do anything about. I loved the days when you installed 1.0 from the disc and then patched as you saw fit.
EDIT:
Can confirm a couple of things now:
1) Without BW, the Azunites in the tomb were level 28, hero 30.
2) The game is much easier at this point. I could fight them pretty much normally at level 16. My tank had about 60% more armor than with BW. Could even tank through the hero (mage this time),
Would have preferred the harder game TBH, but when the choice is terrible framerate or easier game, I'll take the easier game.
Here's a tip: If you're planning on taking on the Undead Azunite Archer Hero while underleveled, bring in summons. The archer actually targets characters randomly, and that includes summons. If you can get some high HP summons to attract aggro and get lucky that it only attacks them and not your party, so long as you chug a crapton of Mana Potions, you can keep doing that until it dies. Also remember, Thunderous Shot is broken and when leveled up to level 3, can literally stun minibosses for over 10 seconds, which pairs well with the War Pedestals encountered in the rooms they're found in. Also, if you have a Blood Assassin in your party, USE THE MARK OF HARVEST WITH EXECUTE. IT CAN BRING BACK DEAD PARTY MEMBERS AND RESTORES 30% HP FOR THE WHOLE PARTY FOR EVERY MARKED TARGET ALONGSIDE HAVING THE HIGHEST BASE DAMAGE FOR EXECUTE, MAKING IT UTTERLY BROKEN. That last bit is also the only way I was able to even remotely try the Mysterious Shrine and its 9 evil party member miniboss rush, and even then it took me 6 tries and probably a million gold spent on Super Rejuvenation Potions.
Anyway, you can blame copyright laws for Legends of Aranna and Broken World not being bundled anymore. Dungeon Siege as an IP now belongs to Square Enix due to studio acquisitions, meanwhile the expansions for the first two games were developed by different studios than the base games, meaning that by a technicality, their copyright belongs to different companies. Rather than attempting to settle the copyright kerfuffle, they decided the next best thing was to just take the expansions off of digital stores.
But surprisingly, my tank could handle him. Just potions would have been enough. With heals from Taar, he had no chance. Just had to make sure that every time he retargeted, I paused the game and meticulously kept positing my 3 party group in a way where the archer could only shoot my tank. That meant mirroring his movements with my tank, always moving between him and his target so he absorbed the shots meant for the other party members (mostly Deru since Taar wasn't attacking) while circling the pillar with Taar to avoid getting randomly one shot.
Went down pretty smoothly. If he didn't get the jump on me (really didn't expect him to stand immediately behind the doors :P), would have been even more manageable.
At this point in the game, your tank SHOULD be able to take facetank him with heals and potions. Also had 50% Ranged Resistance on my tank at the time, so that definitely helped. If you don't have a tank, RUN FOR YOUR LIFE!!!!
The quest in the desert in Act 1 is a much bigger problem if you want to complete it right away, especially if you also want to clear the side rooms.
That's why I had the brilliant foresight of giving each party member at least one level in Nature Magic so they could heal anyone who falls unconscious, and I kept spamming my Colossal Health Potions (thanks Deru) because outside of Deru, my party wouldn't die in one hit, my main character may not have been a tank but he IS a Fist of Stone with Dual Wielding so he has respectable resistance and health but even more damage, meaning that they'll quickly get up after being knocked unconscious because a potion that's drank before getting knocked out will restore you faster, especially the higher the tier of potion. It just took a while, and the only time I wiped out to an Archer Hero was immediately after defeating the Dark Wizard boss, I ran out of potions and couldn't heal.
I went back to my BW party as the vanilla DS 2 was starting to get pointlessly easy.
I can say that most of the nerfs were quite warranted. Funny how they barely touched Absorption though, as that is by far the most overpowered skill in the entire game by such a margin it's not even funny.
I'm thinking of eventually doing a challenge run solely with Summons, because I can see them being quite fun to use. Just a party of summoners. I can see it starting out excrutiatingly slow but becoming quite fun after getting access to Aether Blast, or just the summon damage upgrades in general.
But Absorption in the unshakeable top spot. Makes every single enemy that does not deal physical damage absolutely irrelevant once you get around 10 points in it. 12 points gives you 60% absorption. Absorption is another defense layer that completely negates the stated % of damage. Any magic resists you have further reduce the damage that goes through absorption.
Usually around mid-Veteran, I level every character to 36 NM, just to get Absorption. It's that good. You can then gear fully for physical resists and basically ignore the rest. Not to mention that you also get mana from the magic damage directed at you.
Absorption might be good, but I've been able to get just as much mileage out of the summon equivalent, the one that divides damage between the summon and the caster if one or the other is being attacked. With enough upgrades, your summon will have likely double or triple the HP of your caster, PLUS you can heal your summons to further extend your survivability. Get a party full of Nature Mages and watch as they heal your summon to full every time in one cast.
I'm currently running Taar and Finala as summoners with AOE magic spells (Fireball and Iceball being my go-to spells because of Ignite and Freeze on multiple enemies at once, the former literally dealing hundreds of damage per second), they basically can't run out of MP and only get knocked unconscious if they're swarmed by dozens of mooks at the same time. Taar has an almost complete Beastmaster set (4/5 pieces) while Finala has the full Circle of the Four set.