Borderlands 3 - Hotfix [07/09/2020]

Also Kaos, breath of the dying, warlord,. Basically Dahl AR are just a little too weak.

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thats another example of why this system is really unhealthy for the game
i can (will) only speak for myself here but please consider to stop running yourself into something that is doomed already and will not age very well with the game in the future…threads show it, comments show it, polls show it
please at least think about just returning to a system that makes more sense

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Dang. Im really hoping the monocle and headsplosion will receive some love soon. Fingers crossed.

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I don’t think that elemental damage would solve anything. Countess Spiderant doesn’t have great damage outside of attack commands, and the Jabbers easily compete with and out perform Scorcher without the lava pool. What makes Scorcher so nice is that it can essentially perform 2 attacks at the same time, which is a massive damage boost compared to every other pet sans Gunslinger.

More attack speed would be a god-send however, as would increased attack command damage, buffing Gamma burst to give more pet damage, and giving the other pets special attacks like scorcher’s pool.

I went over some of the issues regarding pet damage and it’s interaction with Gamma Burst in this thread. Hopefully it proves useful.

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This probably explains why I am dying much more lately…

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@Noelle_GBX

Any idea when class mods for each VH will be looked into balancing?
Cold warrior does whopping 300dmg per tick on M10.

Kinda limiting builds when people only use 1-2 mods per char,…

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That’s understandable.

In relation to the shield damage news, may I request the team to pay closer attention to the following:

  • Rectifier - This shield should be doing a lot more damage than it has ever done. Even before mayhem levels, this shield was particularly weak which is a shame because it’s an interesting shield.
  • Nova Shields: Most Nova shields AoE is pretty small, especially the Black Hole, is it possible to evaluate the Nova ranges? The Black Hole is supposed to unleash a singularity but seeing as how the range is so small, I don’t see the rationale in its ability. Also can the Nova damage be listed on the item card? It’s weird to not see the damage written on the item card when all other Nova shields have 'em.

Cheers.

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Didn’t they fix the exact issue? Because some enemy were dealing damage with M10 weapon?

Edit: Oops sorry, they are gonna addressed the issue on next patch, totally missed that part. Yah, in that case I want that fixed too.

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I bet you play with OP god Amara or shield/barrier god zane or crit god fl4k?

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I’m not sure what point you are making? All VHs can tackle M10. All of them.

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Let’s not derail this into a completely separate discussion, folks.

Please read the FORUM RULES

:face_with_monocle:

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I may very well be wrong on this, but AOE/Splash radius passives on coms/artifacts seem to effect this. My Frozen Heart seems to have a larger radius when using a splash radius boost on my com.

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Thanks for addressing the enemy damage bug, playing rakk fl4k was ffyl city lolol

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I’m thinking another side effect might be that friendly NPCs that fight alongside you (Lorelei, Atlas troops, etc) that hold generated guns might also be dealing out mayhem level damage, assuming their weapons are generated in the same way other gear is… which in this case would be OK since they’re on your side after all. :smiley:

Yeah, weapon scaling was their second worst idea right after mayhem modifiers, but they are never going to admit it.

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It is only affecting enemies holding weapons. We’re looking into player survival and assessing what adjustments we would like to make. We are still seeing more players enjoying higher levels of Mayhem even with this.

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Not so much for rakk attack fl4k. rakk attack fl4k doesnt have the agro relief of fadeaway and gamma burst, and fl4k isnt a lifesteal character so its very easy to fall into FFYL. i hope it isnt a permanent change. :frowning:

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No, this is an example of a bug that they’re evaluating to see what needs doing about it. Scaling chest and vendor gear was obviously not intended to scale the gear on the enemies.

It’s fine that you don’t like the system. But presenting bugs in the system as “this should never have been made” is a poor equivalence.

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It’s a big drag that head count still isn’t working with rakk attack, is there any chance it will get fixed? Other than that love the work you guys are putting into these patches!

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This is one thing that I’m really looking forward to.

But.

At this point, do you think that the concept of scaling itself is starting to feel arbitrary and capricious? The cycle of raising enemy health and buffing gear over and over again? It makes sense when leveling up, because then we’re unlocking more of our character, but this is literally just numbers we keep fidgeting with.

The game already has a universally-loved way of giving us tougher things to shoot: the word ‘Badass’. Would it make more sense to do away with scaling entirely and simply have higher mayhem levels replace higher and higher percentages of regular enemies with Badass enemies? And/or spawn more enemies?

Example: In M10, enemies have 100x the amount of health and Iron Bear does 30x the amount of damage. The same health/damage ratio would be achieved if we hadn’t scaled damage and enemies simply had 3-4x the amount of health, which is about what a Badass is, right? Except now we don’t need to worry about rebalancing shields and grenandes and everything because that stuff was already where it needed to be to deal with Badasses.

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