Like, think about it.
Common sense in game design would dictate that alchemers should be deliberately weaker than other guns unless used on crowds, as that is their supposed niche. However, this is not the case-- alchemers get a massive damage buff from the fact that they ricochet inside of single enemies, which is caused in part by the fact that they ricochet at a random angle between 0 and 90 degrees to the left, and in part because the split bullet is generated on top of the existing bullet.
In the past, volcanic pepperbox's knockback was backwards, so it isn't unlikely that this is the case either. It could also be the case that the developers liked the change to the alchemers, as it does make the gun a better weapon by altering its skill curve significantly... but have we heard from them on this, and if not it would be very much nice to.
It's not a bug, it's a feature B|
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In seriousness though:
If they didn't ricochet left, what would they do then?
If they ricocheted consistently in another direction (...right?) then alchemer users would be able to do the same thing, just aiming the other direction.
The Pepperbox (and magnus charge) knockback apparently used to both apply knockback in the opposite direction; that seems to be more of a math/number mistake where whoever set those values accidentally put in knockback numbers from the wrong POV.
On contact, the Alchemer bullet spawns a new bullet relative to the direction that it was traveling (based purely on the parent bullet) instead of mirroring its trajectory relative to the surface it hits (physics). The ideas behind those two behaviors are so different that it makes it seem to me more of either:
- A deliberate feature (from design to implementation)
- A janky/bugged test behavior that the designers OK'd, thinking it was interesting.
I wouldn't put it past them to suddenly say "Well, we decided that the alchemer bullet behavior didn't match our original vision, so we're changing it" (... get shard bomb'd), but on the other hand, Nick's gone.