Anointments ruin this game

Anointments are an issue. I don’t think you have to look any further than Amara who only uses her action skills to proc ASE. Phasegrasping the ground should not be a thing and yet her we are. Also Moze and Gamma Burst Fl4k have long running Action Skills. To do the end content they need specific anoints to make things work. You add in the Billions of weapon combinations and farming the right tools for the job become a pretty huge grind.

The design of anoints seem very flawed.

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Why did they block your reply? Thats sad!

100% agreement - why do so few people mention this? Or do they just not mind it? I mind it enough to stop messing with it altogether - it has ruined this game just about for me! I know if the anointment is crap, I basically have to throw away the legendary drop - why would they do this? Are they insane? Well, no need to respond - I know they are.

That’s not how it works. A mediocre gun with a good anoint is only as good as a good gun without an anoint, and the good gun with the anoint blows both out of the water.

So bad guns still suck, with or without anoints. But now good guns suck too, unless they’re anointed.

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It doesn’t matter if M4 is the balance target, it’s just a bad design fundamentally. The fact you can kill anything with anything outside of Mayhem Mode doesn’t change the fact that anoints can make guns absurdly more powerful than normal. It just disguises it.

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While Jumping or While Sliding anoints are the ones that are actually good. When an anointment can triple your damage after using your action skill, your AS becomes utterly irrelevant and only useful for proccing your Anoint. That right there vastly reduces the variety in the game.

Jumping and Sliding ones should be modified to be more powerful but more limited. Their biggest problem is that they’re too weak for people to care about. If they were much more powerful but more limited, people would use them more actively.

For example, +1000% damage for two seconds after slamming. 10 second cooldown.

Or, +1500% damage for two seconds after sliding into an enemy.

Let’s name a few:

100% extra Cryo damage while SNTNL is out.
115% extra Radiation damage while Gamma Burst is active.
160% Splash Damage for 18 seconds after exiting Iron Bear.

Doubling your damage, or even more than doubling it, is certainly not a “little effect.”

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Yes, I’m also not a big fan of anointments in this game. The more I play BL3 the more similarities I see between BL3 and Diablo 3 when it comes to flaws in its endgame design. We’re slowly but surely heading in the same direction as D3 where in endgame all of your gear needs to have those huge x% dmg multiplyers in order to be viable.

My biggest gripe with the whole anointment system is that the game is basically not about getting guns anymore but about getting the right anointments. You can loot a really good weapon on M4 but if it hasn’t got a top tier anointment you’re better off tossing it in the trash and use a worse weapon which has the desired anointment on it.

Additionally, your skill allocation is also not really important anymore. You could basically allocate your skill points where you want, spread them across all 3 trees without much synergy at all but do fine on m4 as long as your grenade and shield have the ASE anointments and all of your weapons have big +% dmg anointments. Sure, your dmg output can be maximized by choosing the right skill combinations but they’re not really needed as long as you have the most powerful anointments. Imo, that’s pretty sad and kind out defeats what this game should be about.

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on top of that works the fact that bonus elemental means spawning additional projectiles which inherit the buffs of original projectile but deal elemental dmg and this dunks on other gun damage increases that sit inside the formula.

for example zane can get 100% cryo for a button press or struggle with keeping clone alive swapping back and fourth for 6 second dmg gain which does less than bonus cryo and requires ton more effort, since swap sometimes gets you stuck, you also spawn looking at wherever clone was and you have to reacquire target.

I totally agree, the Anointed ruin the game. I’m roaming around farming and trying to get better weapons as we do. I’m at Konrad’s Hold and as the title says the Anointed have ruined my run. It stopped me dead, I spent 40 minutes battling one and had it right down in health and was just about out of ammo so went back to get ammo and when I get back the Anointed is back to full health and everything else, plus all the other COV that I’d killed were back to life. Ridiculous and totally unnecessary. Instead of adding other DLC and other stuff you need to sort out what you have first. I’m playing TVHM Level 3 and the only problem I have is with the Anointed Arseholes. I see quite a few players have had enough so they need to get it fixed.

Sorry, but it’s about anointments on gear, not the purple guys…

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ah ye my favourite thread has sunk how about we bring down bonuses to 20% damage range. ha been a while now guys

gain 300% gun dmg for one hit weapon to one hit enemy pogz when will this nonsense end

I think it is safe to say that they disagree. If anything, they doubled down with the new ones introduced in the Cartel event. They also have plans to adjust “underperforming” anointments soon.

Anointments are awesome.

For me. Anointments ruin the balance and fun of the game they favor certain builds over others.

They also label a weapon usually. For a class and build. Its like oh. O gotta grrat gun… For someone else.

Thry should makema geberal anointed vault.hunter that does stuff based off ur actuon skill.

Even still… Therrs not good anoints for every build/character so they use different ones the ones anyone can use. I think the games balanced around them and i don’t like it.

Its made my wife quit because along with rng we actually liked from.ppreviohs games and didnt mind.

Thr games.become… Hope to see the gun with one of 36+ different anoints. Thisnis too much gambling.

Loots and different builds are fun but the chance of getting what u want requires fulltime.job hours for days to see one piece.

I never minded grinding in bl1 bl2 etc. I mind this. Loot feels unrewarding in general nowadays.my wife never minded either we’d regrind for maggies\slaggas every few lvls… Id go for a madhous cuz i just liked it…

This setup is the first time i said forget it. Its nit worth it. I might still try but ima hardcore minmaxer. Mynwifes given up on the game.

Anointments ruin the game.

MM 2.0 modifiers ruin the game.

Constant unnecessary nerfs to everything fun in a PVE experience, ruin the game.

Completely lackluster COMs ruin the game.

Completely anemic Cap Stones ruin the game.

Gamebreaking glitches, bugs, and crashes, ruin the game.

The story ruins the game.

But hey - 'dem guns [before nerfs], 'doe!

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I don’t like it. I don’t want to hunt for the perfect anointment for hours and hours and hours without making progress… it is just frustrating and demotivating for unlucky people like me. the random factor is way to high. I’m sick of it.
How about separating anointments from gear, make items of it you can put on your weapon just like it’s working with decorations in monster hunter world and give them rarities. the most powerful ones would also be the rarest and only obtained from raid bosses etc.

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again power creep settling in we have more changes to come inevitably.

the increase of ase 50% for next to mags changing to 100% which is now vastly superior to 100% ase gun damage is bound to bring further increase in numbers for all vault hunters. namely bonus cryo bonus rad and bonus fire for you know which characters is bound to increase… since it is several magnitudes weaker that current ase state which is settling to be 200% of mixed damage (base+100% next two mags 50% shied 50% nade)

i said this when bonuses were sitting at 50% 75% range. the design is inherently non functional and we will continue to see numbers rising and rising until it is like venezuela’s currency

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I can only hope that after DLC4 comes out, the development team takes a look at the power creep and tones everything way down, back towards launch-values or even less in the case of certain anointments.

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i could easily solve this problem as i provided an idea long time ago

asa crit 25% ase 25% crit ase dmg 30% asa dmg 30% ase asa fire rate 20% ase asa reload speed 30%. keeping the values in this range makes anointed gun better than raw gun but not by a detrimental margin. this applies to all the other possible annoints that should cap out at 10-25% dmg

shield anointments should be health and shield related (power charges should be removed and so should amp)
nade anoints shall be nade cc and nade dmg related

after doing this they shall peer review all gun types and bring their effective dps in line of 20-50% performance disparity for highest end red texts to lower end regular guns.

then the enemy hp should be scaled to two difficulties. a regular endgame where not anointed gear can do all content if using best performing gear (for raids) and hardcore difficulty where you need that little bit you get from anointed gear to do the content.

within this paradigm guns should drop in the range of 1 out 10 runs but getting the actual gun will be THE THING and anointed rate could be three times as low since it is not detrimental to majority of player base.

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