Totally agree. Balancing the loot properly should allow players to use a variety of items and still play to a similar standard.
The problem is that isn’t what’s happened. Gearbox looked at what they’d made (and failed to test properly) and saw some items were something like 120% overpowered, so they nerfed them down to 20% overpowered and ignored the items that were - and are - 120% underpowered, compared to the norm. Not all items should be equally powerful or useful, but items of the same rarity and type should feel similar in power and that’s not the case.
We still have a game where a handful of items are needed to play at high levels. I recently played the Takedown with normal gear - all legendaries and powerful purples, all anointed - and found it really difficult. I kept losing, over and over. I got some advice, grabbed a cutsman and started again on the same difficulty. I was genuinely annoyed at how easy it was then. All the advice on beating the Takedown amounts to “get these specific items and then just do it”, rather than “get good gear and follow some of these tactics”. I get that some items should be better at certain bosses/areas than others, but having one or two items that are the only possibilities for an enemy/area is a cheap tactic to force players to farm for those items, in order to play the game.
Yes, exactly. Balancing the VHs to allow different builds to be possible, without some being wildly underpowered, is crucial. Otherwise the game gets boring.
I enjoyed it as well. It was flawed, in some ways, but I hope they bring it back as a permanent addition that you can turn on and off, instead of just a seasonal event.
