

However, behind the scenes, they have less than it shows. In an update posted today, August 7, Tragic affirmed that "players are seeing they are above 80% DR due to the additive display (which should be multiplicative), and thus they feel they have enough total DR.

And as Remnant 2 finalizes its damage reduction tinkering, there are fair points on both sides regarding build diversity and the usefulness of tanks over glass cannons in a mode where enemies almost always delete you. In other words, they couldn't even get their orange slices, twisting the knife for the few who endured the brutal mode. Firstly, the exclusive rewards for clearing Apocalypse were previously bugged and missing for some players. In response to initial feedback, Gunfire team member Tragic speculated that "people that were used to the full 'invuln' build, or were speccing deep into Fortify, were getting way more DR than they should have and are now taking the damage they should have been taking."Ī now-deleted Reddit post first alerted me to this little zinger, and there is some important context here beyond the bugged display values for damage reduction. After the fix, Apocalypse players were back to getting swatted like flies the way god (that is, Gunfire) intended. This discussion began in earnest a few days ago after Remnant 2 fixed some unintended interactions that were causing player damage reduction to skyrocket. Some Remnant 2 players aren't thrilled with this unforgiving difficulty curve, but Gunfire is sticking to its guns. You basically play Apocalypse to die, which is why it's optional and frankly not recommended. Heavy tankiness may earn you the luxury of a two- or three-tap against bosses if you're lucky. As a general rule, you are lucky to survive two hits on Apocalypse – maybe three against weaker enemies, but bosses will often one-tap anything but the tankiest builds. First, a quick primer for the folks who aren't familiar with max difficulty settings in Remnant games.
