Borderlands 3 Hot Fixes [9/27/2019]

A hot fix is automatically applied at the Main Menu when Borderlands 3 is connected to the internet. In general, hot fixes are used to temporarily address issues between major updates. Hot fixes are not permanent – they are temporarily stored in memory during the game session and lost upon exiting Borderlands 3. To ensure that you receive hot fixes, make sure that your system is connected to the internet when Borderlands 3 boots up and hang out on the Menu screen for a minute.

The hotfix will be live at or before 3pm PT today, September 27th.

This week’s hot fixes target weapon & enemy balance, player characters, and adjusting chances of specific unique drops. Billions of guns were fired and after collecting some data, we wanted to balance some weapon types and weapon manufacturers. These adjustments are intended to even the playing field and increase build diversity for all Vault Hunters. Speaking of build diversity, Zane has received a gadget upgrade and we’re excited to see players create more unique builds with him! Many Crew Challenge enemies have specific loot drops but we received reports that some were not dropping them. We have made some modifications so they now have an increased chance of dropping their unique gear in addition to any other gear that may drop!

Weapon Hotfixes

Sniper Rifles

Sniper rifles deal high damage but felt a little cumbersome to use in certain scenarios. This change will increase their overall damage and increase usability in more combat engagements.

  • Critical Damage increased by 20%
  • Fire Rate increased by 15%
  • Time to Aim Down Sights (ADS) reduced by 15%
  • Time to Equip reduced by 20%


Jakobs and Torgue Pistols were outperforming other manufacturers, dealing damage to groups of enemies at a much higher rate than other pistols. This change keeps their identity intact but reduces overall group control. TEDIORE, DAHL, and Children of the Vault Pistols have manufacturer penalties that affected their overall damage. Increasing their overall damage will overcome some of the penalties while retaining their unique gameplay style and feel.

  • Increased damage on all TEDIORE Pistols by 15%
  • Increased damage on all DAHL Pistols by 15%
  • Increased damage on all Children of the Vault Pistols by 20%
  • Reduced damage on Jakobs Pistols by 15%
  • Reduced damage on Torgue Pistols by 10%

Maliwan Manufacturer

Maliwan weapons had reduced overall damage because they applied elemental DoTs at a rate and damage greatly above other manufacturers. This effect was toned down before launch, but the overall damage was not sufficiently adjusted to compensate for the reduction in elemental DoTs. We’re adding back some of the overall damage and making the weapons faster so elemental builds can really take advantage of Maliwan weaponry.

  • All Maliwan Weapon Damage increased by 25%
  • All Maliwan Weapon Fire Rate increased by 20%

Atlas Manufacturer

Atlas weapons relied on a game loop that we felt gave players a greater advantage when used correctly. Turns out the loop is not used if the damage doesn’t compensate for the time to set up. So now damage on Atlas weapons should facilitate players using them in general on top of feeling badass when they take advantage of Atlas technology.

All Atlas Weapon Damage increased by 25%

Miscellaneous Adjustments

The Jakobs Assault Rifle change was to differentiate the Assault Rifle from the pistol as more of a mid to long range powerhouse. Since the Assault Rifles have low mag sizes compared to other Assault Rifles, they’re getting a slight increase to overall damage to compensate. DAHL SMGs had their Fire Rates adjusted down before launch but their damage was never sufficiently increased so they should feel more appropriate compared to other SMGs. And the Vladof Heavy Weapon damage has been increased to share in the full Heavy Weapon treatment.

  • Jakobs Assault Rifles Damage increased by 20%
  • DAHL SMG Damage increased by 10%
  • Vladof Heavy Weapon Damage increased by 25%
  • E-Tech TEDIORE Shotgun Damage increased by 50%

Legendary Modifications
We’re going to be making a larger, comprehensive Legendary gear pass but we have included the following changes. King’s and Queen’s Call were modified to lower the fire rate. The weapon has a limited burst shot count so overall feel of the gun isn’t dramatically affected.

  • King’s and Queen’s Call Fire Rate reduced by 50%
  • Firestorm and Storm base Charge Times were reduced to 1 second (down from 2)


Graveward’s beam attacks did not properly scale based on level so at higher levels, the two beam attacks hardly phased players. Players will find his attacks to be more lethal now. In addition, Graveward is a very large enemy and is too easily susceptible to elemental damage unlike the other large bosses. Elemental damage on Graveward is now greatly reduced but to compensate, Graveward’s overall health was reduced.

  • Attacks of Graveward now scale based on level
  • Reduced overall health by 20%
  • Increased resistances to Elemental Damage
    • Elemental Chance Resistance increased by 70%
    • Elemental Resistances increased by 30%
    • Elemental DoT Duration taken reduced by 30%

Miscellaneous Changes

  • Hollow Point Guardian Rank has been temporarily disabled. We plan on addressing this further in a future patch.
  • Vault Hunters should no longer scream when affected by a DoT while shields are active.
  • Vending Machines will now be restocked with higher quality “Items of the Day”.
  • Adjusted a visual concern on Maliwan Shotguns with Cryo Element.
  • Legendary loot drops have been balanced throughout the game. Crew Challenge enemies will drop their intended specific loot, and some enemies like Troy and Rampager will be a bit more stingy and no longer drop Legendaries every kill.

Vault Hunter Adjustments


Zane’s gadgets were great at providing additional utility but lacked impact as players leveled up. We increased the Digi-Clone damage with all equipped weapon so the skill can scale better with players as they get to higher levels and harder content. The Drone requires a lot of player involvement to take full advantage of its damage output and increasing the base damage as well as the augments will greatly increase the Drone’s versatility and reward players even more for using it effectively.

  • Digi-Clone Damage Increased by 38%
  • Drone Damage increased by 50%
    • Cryo Bullets damage penalty removed
    • Drone Rocket damage increased by 50%
    • Almighty Ordnance Rockets damage increased by 75%


  • Guardian Angel health restoration reduced from 100% to 50%
  • Glamour damage penalty reduced from -30% to -10%


Guerillas in the Mist’s bonuses greatly outweighed its penalty to the base skill. We don’t want to remove the playstyle completely, but the overall damage output had to be slightly adjusted because it was outperforming other builds. We’re monitoring the changes and may make another change to the ammo return in a future patch.

  • Guerillas in the Mist duration reduced from 8 seconds to 5 seconds
    * Note: these patch notes previously listed 6 seconds. This was a typo, it was actually set to 5 seconds in the patch.
  • Guerillas in the Mist Critical Damage Bonus reduced from 50% to 25%

I like most of these changes. Good job!


i’m surprised there’s nothing for moze o.O

edit: moze crew! :slight_smile:


Liking pretty much all of these changes (no opinion on the ones that I’ve had no time with yet, like Atlas, but can’t argue with buffs). As a Zane main, looking forward to speccing into my sentry now!


Awesome stuff


I’m very surprised by this too.

-Written from my Windows PC while spamming nades.


Nothing for Moze that addresses the really short Iron Bear usage time at higher levels?


Fl4K nerf makes sense, bummed about it, but it’s the right thing to do.

I’m excited to see how much better Atlas works, I currently like the damage output of their AR’s so +25% damage will be sweet.


As a suggestion for Amara’s Guardian Angel ability can we have it so we choose to activate it, because when i go down with enemies around i want to get up on my own accord not use a 2 minute cooldown per say right then. Let us press our ability button while downed or something.


So much this! I don’t know how many times I’ve wished that I could choose when to trigger it.


We’re still evaluating the different Vault Hunter builds that are being created to see where improvements can be made.


The responsiveness to community concerns feels lightyears ahead of BL2 launch. I’m happy to see concerns being addressed. I know some issues take more work than a simple number tweak (such as Hollow Point receiving attention in a later patch), but this is very impressive for only being two weeks from launch.

Great job. Wonderful to see the support and attention to the state of the game.


@Noelle_GBX, you guys don’t think that Mozes Iron Bear is really underwhelming in TVHM or Mayhem mode? It dies in seconds and deals a lot less damage than what Moze can. Its playing a class without an action skill. Very sad :\


I’ll pass that along!


Seriously? You’re not done nerving everything to hell and you didn’t give Moze any balance adjustments, even though Iron Bear has god awful armor and damage scaling for endgame and mayhem? It’s basically useless aside from an “oh sh*t” button


What needs to happen is a buff for Assault Rifle weapon speeds. Istg every rifle I pick up the speed is between 5 something-7 something no cap. This beennn a problem since BL1

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Any word on Moze and her grenade build?

Some things just take longer to address. We’re still patching the game and making improvements, so if you don’t see something listed here it might come up in a later MicroPatch or Update!


There is also a glitch with moze headgear it shows 23/24, if it’s not intended where is the last headgear ? and 30/40 uniforms for moze too

my dahl using zane appreciates this hotfix :ok_hand:

keep up the good work guys, pass on my appreciation if you have time :blush: