Wow are you serious ? R&R heals full amount ? It’s so good ! Gonna try this ASAP !

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I was excited for the update to the Veteran Rewards machine due to wanting some mission rewards with anointments, but it appears that even though you can get mission items from it now, some of them still cannot be anointed.

I want Pa’s Rifle with 200% Dmg ASA!!!

sigh

So why not continue to work on where all the stability problems really started: MH2.0 modifiers? The screen is a cluttered mess with all of the lasers from the many modifiers using them. That can’t be helping the performance at all. Limit the amount of enemy chains to each other, limit the number of spinning lasers, limit the number of pools spewing out from simply damaging an enemy. The main stability issues started with the release of MH 2.0.

I have a bad feeling about the direction they are now going. They are starting with a weapon mechanic (affects more then the Recursion). Next up - Action Skills? Because they insist on having a screen full of lasers for the modifiers?

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Yea, I dunno what’s going on in the Dlc right now. I had a Much better time farming killavolt last night, did under an hour, got 5 monarchs, 4 of which had awesome anointments. So that’s a huge improvement. Same with Traunt, got 3 Kaosons with good rolls after about 15 kills so that’s a huge improvement.

However, I tried to get a Flipper from manosaur and he just wouldn’t drop one after 20 kills. Previously he would drop them like 50% of the time. Tried Lasodactyl too, took me about 11 runs to get a light show which is also wayyy lower than before the patch.

I did some farming of dlc 3 bosses and got good drops from them. Seems like the dedicated drops are wonky.

Unfortunately it appears the “Master of all you survey” trophy is still broken.

All the other location trophies popped for me when I applied the patch, but the final trophy doesn’t.

Seems like it’s still broken for everyone else too.

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Add cyber spike back it is my favorite

That’s because it was only the shock explosion that was double dipping the 36% AS bonus and the M10 modifier for some reason. The “normal” damage of the OPQ should have been unaffected and was still pretty high. It’s just that now of course, it’s only level 57.

Isn’t this a good thing for anoints then? If they’ve removed the extra projectiles, they’ve essentially killed the ASE anoints which were the real problem causers not the 300/90 IMO. Those anoints were piggybacking off the ASE anoints anyway to really get their damage going in that initial volley. Sure, X% damage increases will be better than speed, reload, or accuracy. Maybe Gearbox should eliminate those as well since they apparently want to scale down the damage universally and by a metric s-ton.

The funny part? The Yellow Cake should now be even MORE unusable without the bonus elements. That’s part of how it was doing so much extra damage because of its extra elements and when they were splitting. Before yesterday’s patch it was still viable, just not meta. I wonder if it’s even useful now?

Well, wasn’t the STNL anoint extra cryo projectiles? It wasn’t dealing 100% of weapon card damage as cryo. It was dealing 100% damage, which means it was adding extra projectiles after all the damage calcs were done.

I think that horse has bolted but if I could go back and re-do anointments I’d get rid of all the flat damage buffs and keep the anointments to QoL and have the guns themselves be better and hopefully avoid the subsequent power creep. Things like phaseslam and rakk attack should be better on their own without anointments.

I actually had a super shredifier while levelling up my Moze with the accuracy and handling anoint and it was superb. Better than consecutive hits or an extra element? No, but it made the gun night and day to use and increased its damage indirectly by a good margin.

As the game is set up now with all the visual pollution and huge health pools - spray and pray beats out good gun handling and aiming well. A shame.

10 Likes

I definitely agree with this point. There’s so much screen clutter that spray and pray weapons work best.

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Are there any annointments left lol. Most of the legendaries aren’t quite good enough to survive M10 on the Guardian Takedown. So, if the legendaries and annountments aren’t that good, does it matter what comes out of the fabricator, or what drops from the mini bosses? It’s funny how GBX keeps cutting and nerfing.

Same with the vending machines. Seriously wondering why people care about getting world drop legendaries in machines when maybe two or three are any good, but actually for those (hyperfocus, crossfire, Night Hawkin) you really needed the extra elements on ASE as well.

You’re better off farming a boss for a dedicated drop and picking up all their “garbage” world drops along the way.

I actually still use my Yellowcake on Moze. It works well while mobbing even in the Guardian Takedown.

I will say it is not bad being able to find legendary coms, shields, and grenades from the vending machines. It is not game changing, but it is nice to find something you use with a better anointment or parts.

What they need to do though is add DLC world drops to vending machines in the DLC. Finding the Old God or Seein Dead would be a great extra chance to get those drops.

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Vending machines have been great so far for grenades and shields. Hoping I can get some good coms as well for Moze.

Ideally they can add world drop legendaries from the DLC to the vending machines in the respective DLC. That way we could farm Old God’s and Seein’ Dead easier.

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Thank you for this patch und hotfix!
There’s really alot of good stuff in there and I’d like to give some feedback to some of the changes/additions:

Finally something to spend all our Eridium on! What I (and probably everyone else in this community that owns atleast one of the DLCs) would really love to have added in the future is the chance for the Fabricator to drop DLC items and for the Vending Machine to provide DLC quest rewards. I would also remove the chance of dropping quest rewards from the Fabricator since 250 Eridium for 1-3 of tons of random guns with random anointments is already expensive enough and we can just buy quest rewards from the Vending Machine now. Maybe instead add more quest rewards to be sold at once from the Vending Machine or a new Tab only for these items and add dedicated/boss exclusive drops to the Fabricator (I think these aren’t in the loot pool?), except Takedown exclusive gear. Could also add event items from previous events etc.

That’s pretty nice! Please add DLC items to vending machines too or atleast to vending machines in DLC areas.

A welcoming change!

I haven’t gotten back into farming yet but these changes are very welcomed and also surprising to me in terms of removing anointments. This will hopefully make farming alot more enjoyable and less RNG heavy and compensates the low drop chances! It’s sad to see some anoinments like “While Sliding, building up energy that refills a portion of your shields” and “On Action Skill End, spawn a healing pool for several seconds” gone but the majority of the removed anointments were simply useless and I think there’s still some character specific anointments similar to those that should be removed too.

A huge nerf for the Recursion (from what I’ve seen it’s barely viable anymore) and also a huge nerf to ASE bonus elemental damage anointments. I’m uncertain if this nerf was intended since there are now NO bonus projectiles anymore and the patch notes don’t really hundred-percent clarify how it’s actually supposed to work now; “limited the number of times projectiles bounce to 4”; is that just for guns like the Recursion, Brainstormer, Reflux, Jakobs weapons etc. ? I hope that all the guns that got nerfed by this will be readjusted in future balancing changes to make them viable (again) and that we can get some clarification on the bonus projectile situation.

Hope this will make Pet focussed builds and just the pets themselves more viable in the future, we’ll see!

Removing the unintentional “double-dipping” is understandable and it was necessary. From my testing and what I’ve seen and heard from other players and content creators Iron Bear and the Digi-Clone feel just as powerful (maybe a little bit too powerful to be honest) as before which probably all Moze and Zane players are really happy with.

I’m not really playing Amara alot but ThiccFila showed in one of his videos that this skill is now alot stronger than before due to a much higher scaling on Mayhem Mode. Great!

Finally! Flak is in a very good state right now and the only thing that they’re missing is some survivability which he can kinda make up with his damage output and the ability to spam his Action Skills. Maybe a little bit (more) damage reduction and health regeneration would do the job, HP steal would probably make them too powerful.

After talking about the patch here’s a few more tweaks, changes and additions that come to my mind right now:

  • Mayhem Mode: alot of people have requested the ability to pick our Mayhem Modifiers instead of rolling them randomly. While at first I was against that idea I now have to say that I’m supporting it after I’ve played with 2 friends (all of us with different builds) and spent too much time to roll Modifiers that suit/were ok with each of our builds. Opinions are split when it comes to whether Mayhem 2.0 was a good change or not and while I’m having fun playing with it I think that giving us the ability to pick our Modifiers is a good step to make M2.0 alot more enjoyable for the people who currently don’t enjoy it.
  • Vehicles: adjust vehicle damage scaling and resistance/HP/damage reduction on Mayhem Levels. It’s barely possible to take a “vehicle vs vehicle fight” without getting blown up by the enemy within seconds while barely dealing damage against the enemy. The same goes for stealing enemy vehicles for skins: the vehicle gets destroyed before the animation of getting into it is even finished.
  • Maliwan Takedown: increase the difficulty/enemy HP scaling for the Maliwan Takedown enemies. While I think the Guardian Takedown is fine in terms of scaling, the Maliwan Takedown is just too easy on M10.
  • Takedowns in general: apart from the fact that alot of the Takedown exclusive items are too weak and/or not viable for M10 I personally find it really unrewarding to spend up to 30 minutes or more depending on your build, gear etc. and not drop a single of these items. I don’t know if it changed with this patch but it should be guaranteed for every boss or atleast the final boss to drop 1 or 2 exclusive item at minimum. Also I’d really like to see more unique styled Takedowns in the future!
  • Circles of Slaughter: after the unitended enemy weapon scaling with Mayhem Levels you get downed within seconds without really standing much of a chance. Maybe compensate by bumping up the overall shield capacity or HP pool by a little or just turn down enemy damage scaling.
  • Proving Grounds: same as for the Takedowns. I’ve had runs where I didn’t get a single legendary from the final boss. Atleast 1 class mod drop should be guaranteed. It would also be cool for the Proving Grounds to have a bigger purpose. Right now there’s nothing much to it except the possible class mod drops. Somewhere I’ve read about an idea to add something like trinkets that have a very low drop chance and which carry for example an anointed effect which you can then put onto an item as a one time use to add the anointment to that item permanently. Found the idea pretty exciting.
  • Quest rewards: alot of quest rewards come without the ability to drop with an anointed effect. Anointments are a really crucial part of Borderlands current endgame and changing these items to be able to carry an anointment would make them alot more interesting.
  • Skins: before Borderlands 3’s release I was really hoping that we would get skins that change the characters actual body/clothing etc. instead of just adding a different painting. Would be cool to get these kinds of skins in the future, even as paid skins!
  • Weapon balancing: I’m pretty certain that this will be part of future patches but there’s alot more work that has to be done to make more weapons viable for M10.
  • Raid bosses: I know that the focus on raids/raid boss like stuff is on Takedowns but alot of players are requesting simple raid bosses just like BL2 had. Would definitely be a great addition if the balancing and challenge are right.
  • Road maps: everyone loves it when Devs provide the playerbase with a look into the future and what to expect in the upcoming months. Hopefully we’ll get another kind of roadmap like before to get an idea of what’s coming next.

I’m really feeling better and better about Borderlands 3’s state and im curious to see how this game continues to grow and change. Thank you Gearbox for continuously listening to the communities feedback and improving this game! Communication is a really big key to secure the longevity of this game and keep the playerbase alive, happy, interested and engaged! :smiley:

4 Likes

Did I actually see the word “too powerful” when describing the Pet and Clone. So if they’re too powerful then they should be able to breeze through the Guardian Takedown on M10.

The “too powerful” mantra is the new norm for GBX.

Why are we still getting the Woodblocker, the Ripper, the Hostile Bitch, Lasersploder on just about every boss and minboss? These guns are completely, totally useless on M6-10.

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Thats very unfortunate. I was so excited when they said they fixed it. Though I did read some people did get it. Weird.

After yesterday’s patch? You weren’t using ASE’s to buff it and now noticing a huge let down?

Then again, I saw a vid in the Zane forum of the clone going after Traunt with the now nerfed OPQ trying to make the point that it was still powerful and it took him 2 months and multiple reloads to kill him so everybody has a different idea of “works well” I guess.

I never used Yellowcake with ASE buffs before or after the patch. Moze built for Splash Damage can make great use of the Yellowcake for mobbing. Not worth it for bosses.

The one I have is x2 and has the 300%/90% annoint. I assume the Guardian Rank that gives Overkill damage probably helps as well.

OPQ was way overpowered with the Clone before the patch. I haven’t tried it after the patch but the Clone does well using the Light Show. Before the clone was buffed it was doing decent damage with Plaguebearer, Backburner and Sandhawk. I am sure they are even better now. I don’t think Gearbox needs to make any more changes damage wise for the clone.