Level 95 speaking, the difficulty spikes just don't make sense, I know that they scale up to our level and so on, but still.
The early waves of the mobs are weak, which is quite understandable as they provide the lowest scores and the lowest strength. The gameplay instantly gives the vibe of "Things gradually gets harder and more challenging", as intended. Same with the bosses.
But by the high waves, the HP scaling becomes out of control.
Wave 1-20, the mobs HP are still 100-300 ish and so on, even with bosses HP gradually cracking up from 2k (donovan), 4k (snake boss) and so on, they instantly scales up, like, for example, wave 8 snake boss, becomes 14k hp. Mobs HP consistently scale up very slowly, while bosses HP scale up massively in a way that it felt like the devs just "yeah lets add random number of HP, like, tens of thousands to them for every new boss phase lol".
People are talking about doing wave 1-28, despite the game has 30 waves. That's because the balancing went out of control around those. I saw Youtube Videos of players with 10-20 levels higher than me, You can't even beat the donovan waves in time with T5 Blue Revolver at its max level with 220 +/- Attack Speed and so on (With +16 Rings etc). You are intended to fail or extremely narrowly finish those waves.
The difficulty spikes doesn't makes sense, it's as if those waves were intended for gears that are beyond T5 (Like, T6? T7?), and don't get me started with enemy armors. Devs of Westland has a bad habit of giving them so much armor that it's sometime feels pointless to get 1-2k damage weapons when you can only deliver 33% of those damage as the rest are blocked by their armor. Don't forget their spiked up health too, so even with your best gears, it felt like you're facing against enemies that were far too scaled up beyond your own level and tiers.
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