On April 30, we released an update to Mayhem Mode in Borderlands 3. Since then, we’ve received a ton of feedback about the changes made in that patch. We want to give the greater community an idea of how we will be addressing the community concerns we’ve seen thus far.

Our intention for Mayhem 2.0 was to provide a significant difficulty for those looking to create and test their most powerful Vault Hunter builds, while also providing everyone a more engaging, dynamic, and fun end game. Players experience Mayhem Levels as a slider so they can move up and down between difficulties. Also, by incorporating the combinations of modifiers, you can find the level you enjoy most. Did you get that perfect roll on a piece of gear? Then move the slider up and put your new gear to the test! Or, do you need a night off and just want to blow stuff up? Move the slider down and enjoy the Mayhem! That said, we built Mayhem 2.0 with longevity in mind. We don’t expect everyone to slip into Mayhem 10 immediately. As we introduce more content, levels, and gear into the game, more people might find themselves comfortable at that level over time.

Concerns over Mayhem difficulty, gear balancing, scaled damage sources, and build diversity are among the concerns we’ve heard most often. We’ll address these and more over two phases and roll them out with the next two patches. This is to ensure that the changes match our expectations in testing before you experience them.

There are always unforeseen challenges when working on patches and hotfixes, so we will keep players posted on more concrete release timings as these updates continue to progress. Here’s a look at some of the things we’ll implement.


Phase 1 focuses on the feedback we received about Mayhem Level stat scaling and gear changes. We’ll make these changes at the same time to complement each other.

With the upcoming Guardian-themed Takedown, we will lower the health, armor, and shield stat bonuses that enemies receive in the higher levels of Mayhem. We’ll also adjust over- and underperforming gear, so that more gear is viable and balanced with the new lowered stat bonuses found in Mayhem Levels 7 and above. Certain underperforming Anointments will also see a buff with this change.

This phase will also introduce a way to see which Mayhem Level your weapons and gear came from. In the item card, you’ll see a line that reads “Mayhem Level” and the corresponding number for the Mayhem Level where it dropped. You’ll see this text in the same area where Anointment descriptions are.


Phase 2 focuses on feedback concerning character balance and build diversity. The goal of this phase is to give players the ability to create viable builds using their Vault Hunter’s signature Action Skills that simply didn’t deliver enough power in the past. We are building a foundation from which the community can create new builds centered around gear or Action Skills.

In this phase, we will scale non-weapon sources of damage with Mayhem Levels. This will scale Action Skill damage (including pets and Iron Bear), Melee/Slam/Slide Damage, and Vehicle Damage. Grenade Mods will now also drop as pieces of Mayhem Gear and have bonus damage for each level of Mayhem, just like Mayhem Weapons.

To give your Action Skills a bigger boost, we also will add Skill Damage to Class Mods in this phase. These Class Mods will introduce powerful bonuses to Action Skills that will help with new builds and achieve the goal of letting you choose how you want to play your characters. We know the community will find the builds that do the most damage, but we anticipate a greater amount of builds made and played for fun after we make these changes. Additionally, we will look at all Anointments to enable a more even playing field between them all.

There’s also the concern that chests and vending machines in Mayhem Mode do not currently spawn gear for that level of Mayhem. This will be corrected in the second phase; as it currently stands, we don’t have the ability to change it right this moment. We are in the process of creating the data for this new functionality to work and will need the time to test it along with all the other changes.


We continue to prioritize game performance and stability. Our first step was identifying Mayhem Modifiers that players reported as causing the most issues, then removing them via hotfixes until a later date. Since then, the reports of stability issues have significantly decreased. The changes that we’ll make in these two phases will contain various Mayhem Mode optimizations and restore previously disabled modifiers.


Unrelated to Mayhem Mode, we’re testing some quality-of-life enhancements.

Fight for Your Life will receive the improvements we highlighted on a previous Borderlands Show. Coming in the next patch, a player’s movement will slow while they are being revived and the interactive radius around the downed player will increase to prevent them from accidentally running away from their saviors. We also will implement a particle system to indicate more clearly when a player is being revived, along with new functionality so that multiple players will be able to speed up the reviving process by all coming to a downed player’s aid.

Common feedback we receive is for named enemies to have their own drops. We are looking at making those changes and spreading out the loot pool in a future patch. This will coincide with an increase to the drop rate for dedicated loot.

We want to ensure players have a use for all the Eridium they’ve collected throughout the galaxy. The Veteran Rewards machine will receive a shipment of mission-specific rewards that players can redeem once a mission ends. In addition, you’ll have good reason to pull out the Eridian Fabricator, dust it off, and start shooting out weapons with your gun gun. We’re considering ways to increase the rate of Legendaries that the Eridian Fabricator can shoot out at the expense of more Eridium for each trigger pull.


Community feedback is vital to us. Thank you for letting us know what you like and where we can improve. We read and see all the messages! Consider all the above just another step in our continual commitment to you and the quality-of-life improvements we’re bringing to Borderlands 3 . We’re excited to share even more planned changes and glimpses of all the content still to come!

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Please leave M10 untouched. Leave one challenging thing in the game. What’s the point of having all that power when there is no place in the game where it’s required? Mayhem 1.5’s M4 quickly became ezmode and now you are getting ready to do the same with 2.0’s M10.


Really appreciate scaling back m10, thank you for listening to us! Gear diversity has been an issue since, but I’m happy its being addressed.
Bless u gearbox


Lots of great sounding stuff, however I do agree with @studdugie but hopefully it balances out in the end.

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Thanks. Any timeline for those 2 phases?


Thoughts and opinions?


Most of it should be in game 9 months ago, but good to know some improvements are coming.


Blockquote “We’ll also adjust over- and underperforming gear, so that more gear is viable and balanced with the new lowered stat bonuses found in Mayhem Levels 7 and above. Certain underperforming Anointments will also see a buff with this change.”


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At least they’re sharing their thoughts for the future, a lot of people wanted more communication and that addresses it.

I’m happy for the future, it looks really cool, but I’m also on the boat that this should’ve come with Mayhem 2.0 by default, instead of adding this things in parts. We have to wait for a complete product, yikes.

Anyways, this is good news. Ans this means that the devs listens to the community.


I love most of the proposals. I especially love the idea of redeeming mission rewards again from Earl.

I hope with the weapon tweaks they adjust weapons to be within the range of at least B tier weapons in m1.0. id be really sad if they “overbuffed” guns that only underperformed because of m10’s scaling. im happy theyre listening but i still have some skepticism

I’m a bit disappointed they’re doubling down on anointment hell though.


it sounds awweesoooomme <3
cant wait :slight_smile:
action skill damage on class mods! so cooooooool :smiley:


I’m super excited about the changes. That idea of gear dropping that increases action skill dmg along with better AS dmg scaling overall is a good start. Lowering enemy health is a good way to buff all guns.

Yeah it shoulda all been thought out before, but I’ve got good feels about these changes.

Hopefully enough anointments will be viable that we won’t all be chasing the same 2 or 3.


They have to do something or else it has become a six gun game. I’m not for nerfing, for nerfing’s sake. However, if they are dropping/balancing the higher mayhem levels’ health, shield and armour so that a greater range of weapons are viable, then a nerf to the one or 2 obviously over performing weapons will be needed. Those weapons will still be OP if they keep the scaling consistent. So, in a way, not really a nerf.

Balancing anointment damage sounds good, in principle. However if my phaseslam Amara gets less than 300% damage on that anointment, Ima be pi$$ed.

Other QOL issues appear to be getting addressed. I’m imagining that the couch splitscreen players will be disappointed though.

Overall, nice to get a statement, and nice to see that they are addressing concerns. Fingers crossed it fixes more than it breaks.


Sounds really good for the most part. Was definitely excited to read there will be an increase in dedicated drop rates in the future along with more named enemies receiving loot assignments.

On one of the last Hotfix threads I commented that more communication from Gearbox would be appreciated, and this is pretty much exactly what I was looking for.


i seriously hope this means they lower the damage anoints if theyre lowering the scaling.

i really cant see an accuracy anoint being that useful no matter how much the increase if 200% damage while action skill active exists. i just want them to be useful :frowning:


Common feedback we receive is for named enemies to have their own drops. We are looking at making those changes and spreading out the loot pool in a future patch. This will coincide with an increase to the drop rate for dedicated loot.

OMG OMG OMG OMG!!! Finally!

Everything sounds pretty great, but I’m most excited about this. If they can nail this right, farming should get way better for dedicated loot.

All this good stuff … but … where’s the split-screen love? I’m starting to think they really don’t care about couch co-op anymore.


The words sounds good.

They can talk the talk.

Let us hope they walk the walk.

Xing fingers.


There’s nothing on turning off the modifiers…

But the rest is pretty good actually! A good improvement.


I am very happy to hear these changes! I love that quest items are gonna be in Earl’s vending machine! Been wanting to farm whispering ice and was hoping it was in Aurelia’s loot pool but it wasn’t. Though very pleased overall at what I read!

Thank you Gearbox for listening to all of us!


I’m happy about the ability scaling. Apprehensive about the gear bonuses though. If they are just to further differentiate between builds then great! But if they are basically things are required for the ability to do anything at all, then it’ll feel really bad.

Also, I hope the bonuses are mild rather a 400% increase to skill damage. Damage should come from a well synergized build, stacking multiple sources of damage across skills and gear to create a powerful ability. If almost all of my damage is tied to one item, it would make the rest of my build feel irrelevant and I’d rather not have that.

Definitely appreciate the communication, and the clear time lines for when this will be implemented. @Noelle_Gbx I can only speak for myself but please pass my thanks along for being open with the community about these fixes. We really do appreciate it when you talk to us clearly about what’s going on in the game.