Yeah it’s pretty ridiculous. The game has 12 difficulty levels and we’re at a point now where enemies have +10,000% HP and the game is easier than it’s ever been. Just let that sink.
Now it’s great that action skills like Slam, Cast and Fist over Matter are increased so they’re usable again. But what Gearbox doesn’t seem to understand is that skills whose damage isn’t based on a low base damage like those – instead passing on the damage you dealt to another target, like TTB, Remnant or Indiscriminate – shouldn’t be scaled at all, because their “base damage” is already increased by your build and gear. This also applies to the other VH’s by the way.
Well, in some cases like Indiscriminate and Fire in the Skag Den it’s difficult to understand why they’re action skill damage in the first place. It’s all over the place. Their “balancing” is only ever done by multplying some values, next time multiplying other values to “fix” what the previous patch broke, and repeat. Partially because they’re afraid of the “NERFED!!” backlash if they ever reduce some values that actually need reducing, so they just increase some others.
Their “balancing” is like repairing a chair with a sledgehammer and I’m afraid of what they’ll do next. And then they break something else (enemies have M10 weapons now, but non-gun enemies still do M0 damage) and they just say “maybe we’ll just keep that”. What’s next? M10 shields and +30,000% enemy HP? I… sigh.