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:
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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.
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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.
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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.
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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!
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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.
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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.
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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.
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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!
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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.
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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.
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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! 