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  1. from 46 to 400 at mid-late game for 1 hand category, or up to 700 damage two handed. At current survivor lvl i could 1 shot every non boss category with just hitting them at random place. It is a sad fact that dying light melee weapon does superior damage comparing to other weapon category (even explosive....a sword that does more damage than explosive). These uber damage completely turning the survival horror genre to a hack & slash game at late game progress. Why even bother doing parkour if everything around you melt under 1 hit at random place?? Also the survival level completely chupacabra the weapon varieties and crafting system. You want to keep using baseball bat?? too bad these thing didn't exist anymore on mid-late game just like the rest of weapon. The same problem also occur on weapon crafting, especially specific type because for some reason A KNIFE DOESN'T EXIST AT HIGH SURVIVOR LEVEL!! Well why even bother crafting high grade recipe because even with basic one your mid-late game weapon will 1 hit Goon anyway. To be honest, this system work wonder on Dead Island because the zombie level also scale with your progress that somehow balance the weapon high damage. In Dying light, RPG aspect are much more minimum (Enemy hardly scale with your progress) but YET Techland dev still insist using the same formula that "in my opinion" make the game completely broken and out of context at mid-late survivor level. Suggestion: -Make every melee weapon stage only has 5% bellow damage increase, with around 150 max basic damage on 1 handed category at max survivor level, and around 250 for two handed. Firearm and explosive already balanced because they also attract viral and volatile. -Make container, Rais thug, zombie weapon random instead of current current tier. Shop also sell different kind of weapon tier, but if there is a mechanic to make every shop sell different kind of item (dead island has these on their data0) that would be wonderful. Thank you