Capstone Skill ‘Choices’

When I say choices, I mean a variety of Capstone Skills, maybe 3 per tree. This would make is hugely entertaining in choosing different ways to play and for different areas/enemy, giving more variety for long haul gamers.

And not only variety, ON THE FLY switching. What if you had 3 choices of Ruin, and could change when ever you wanted to? The rest of the skill tree stays the same, but you could change Ruin effects. So you had a choice of Slag + Corrosion, or Explosive + Fire etc., go into a new area and switch to the one you want.

Long Bow Turret with Quasar effect or a one like the Wormhole Threshers. Imagine if Krieg had a choice of RtB. One choice could be like Maya’s Blight Phoenix. Imagine if one version of Kunai slowed the enemy by 80% or each one you hit gave you another 50% melee damage, or give you 25% more speed making you total Ninja!

Just a thought, but I think it could work really well.


I’d like to see a Siren with Hellborn, Cataclysm and Little Big Trouble combined. A class designed purely for elemental destruction, way more than Maya is currently.

I’d like to see more choice of powerful skills. A choice of a Phaselock skill where you used a longbow style sphere that pulled enemy into it like the Wormhole Thresher, or one where you Phaselock your team mate making them invulnerable but still allowed them to shoot out.

My head is filled with millions of ideas…GIMME A JOB!! :smile:

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I have another request for Bl3…

END THE ONGOING TREESPIRACY!

That’s right, you heard it. Tree to the S and P Iracy! Treespiracy or Trees Piracy?

Maybe we could have some TREES in the BASE GAME for a change. It seems more than a
coincidence that besides the three withered trunks around TK’s house in BL, trees don’t seem to grow on Pandora unless you purchase a DLC!

Then the third game rolls around and screw it…TO THE MOON, ALICE! It’s the MOON! WE DON’T NEED NO STINKIN’ TREES!

So it appears that money really does grow on trees after all.

(I’m sort of joking)

Maybe.

P.S.

I expect the level cap to be 71, since it’s the one number in the series you haven’t yet selected.

3 Likes

I don’t mind Slag but not as the absolute need that UVHM requires. Maybe by that round they figured the game needed to step it up in a different way instead of just tougher enemies.

On the same note, Make the game 2 modes and then an OP. Each mode somewhere between NVHM-TVHM and TVHM-UVHM. (Then OP)

No revisiting areas from BL2. All new zones. Unless there’s a DLC where they travel to old places to enhance the new DLC.

Dialog is huge in BL. We need more Jack… I know Jack’s dead…oops sorry, spoiler alert :wink: But just like any movie, TV show there could always be a Brother out there seeking revenge. He just hid for his own safety when Jack turned to the dark side.
He could also have a daughter from Moxxi, Since she seemed to get around. The daughter could be good or bad and even possibly lead to a BL4. lol. Her involvement in the story could possibly be affected by what YOU do along the story.
(Could be a programming nightmare, I suppose)

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If there is any reference in BL3 to BL2 it should be about the fall of New Haven, which unless I missed it in a BL1 or BL:TPS dlc has never been addressed…

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more red text weapons that reference the borderlands universe

A Final Fantasy XIII-style tips database.


Some options for dual-wielding in future Borderlands titles, assuming that the following stays true:

  • Dahl weapons will be burst-fired when zoomed.
  • Jakobs weapons will be semi-automatic.
  • Most weapons types from every manufacturer will be automatic, the exception being sniper rifles from all manufacturers except Vladof (automatic) and Dahl (burst-fire when ADS’d).

OPTIONS:

  • Independent Fire: Salvador from Borderlands 2.
  • Fire-linked: Nisha from Borderlands 1.5: The Pre-Sequel. Default setting for pairs consisting of automatic weapons.
  • Staggered Fire: Each weapon fires one after the other.

NOTE(S):

  • For the duration, Dahl weapons will be treated as if they’re being ADS’d.
  • When paired with an automatic weapon, Dahl weapons will burst-fire automatically so long as the fire button is held down; when paired with a Dahl or Jakobs weapon, the pair will fire semi-automatically.
  • Jakobs weapons will fire semi-automatically, regardless of pairings.

@DaRTH_FuRioN: Nice one for the capstones, but what about the damage-enhancer [=slag or cryo] as default in tandem with whatever you choose?


@Carlton_Slayer:


A deeper character customization system. This originated with Zero’s “This is HEV-y” skin. I liked the colors, and would’ve like it on everyone else – except for the fact that the decal was set, and the thing came with facepaint. In short, this was a color- and detail-restricted version of B1’s color customization system. On that, what I’m suggesting is:

  • Alternate hairstyles, or helmets/masks.
  • Facepaint and skin colors as an option, not as a skin default, and selectable from a wide variety.
  • Different outfits based on their background. For instance, different suits for Zero, armor for Axton, etc.
  • If it’s not too extensive, separate options for upper/lower/full body customizations, and mayhaps gloves/gauntlets.
  • B1-style pastel color system, applicable to hair and outfit parts.
  • Custom clothing ‘skin’, like Tediore Value, which can then be color-customized to anything besides black. Does not modify hair color or apply facepaint.

An example of this would be Gaige. I like her original hair color, but there’s a paint scheme I applied that looked good, but modified her hair color to purple when I wanted to keep the original. With the changes I’m suggesting, I could apply something like Maya’s “Bandit Incineration” as a skin base…:


…minus the hair color and facepaint, and customize it to a black/yellow color scheme (for example) instead of red/orange.

1 Like

Things I would incorporate if I had a choice:

  1. selectable Shaders, much like how you were able to do in BL1. Skins are great, but being able to change the color of them would be even better.
  2. More adjustable performance options.
  • The ability for all platforms to turn cell shading* off/on. Personally, after doing so on PC, I really like the first two games w/o the black outline and it’s presence certainly has a negative impact on performance.

  • options to kill garbage loot and ragdolls (corpses) faster across all platforms. The more junk on the screen, the more memory, etc.

  1. Adjustable GRAVITY! Seriously. Not kidding. …A GRAVITY SLIDER! GIVE IT UP GEARBOX, LIKE IT WAS A MARVIN GAYE SONG!

  2. PVP! Because FUN!

  • Of course, I only support this if it were a true vanilla pvp…no skill boosts, lvl boosts, gear boosts, etc. All you have to do is play in one broken pvp match to understand that NOT gutting the characters to their core would be a mistake. It would be about balance and skill, not the loot. (for the first time in BL history)

@gelatincyborg +1 for the B1 customization system. Would like to know how many others feel the same.

As for PvP, what about possibly going the way of Metal Gear Solid 5: The Phantom Pain and make a separate/dedicated game mode for it?

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I never played MGS 5, so I can’t speak for or against the notion.

I will say that yes, a separate mode would be a good idea, or you get broken/exploited PVP play, and as far as I’m concerned, PVP should be skill based only. No specials, supers or gear to overcompensate/exploit unless there is an overlying script in place to make all players equitable.

@gelatincyborg: Huh. So almost like Borderlands-style Call of Duty multiplayer? If so, I’m thinking only normal weapons (=non-RTI), normal grenade varieties (=also non-RTI), class mods (=white), and relics. And by extension, no skill trees or BAR.

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I thought the same thing…though, maybe special abilities could be interesting ( suppose the new BB style, as they seem to have special abilities ). Idk for sure, just a nugget of an idea.

Bar would be a bad idea, imo. If allowed ( especially as easily exploited as it currently is ) would just allow for game-breaking, no fun for all. Well…fun for trolls and sweaty try hards but the casual gamer or serious competitor would hate it. ( we all know the probs that the BL series already has in this regard, and figuring out how to avoid them in the next )

Possibly, unlockable items in game could be good, as you progress. Not sure.

Agreed. As for matchmaking, if this is gonna go CoD-style with obtaining equipment/abilities based on level, allow the host to set a level restriction on the match. If applying a level bubble, nobody outside a range of the host’s level can enter the match; if a level ceiling is applied, nobody above the host can enter the match.

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Agreed…or something in place to make unequal players (lvl wise ) equal. Like a global script making everyone the same lvl for sake of pvp only.

There’s that. Also, I forget which game it was, but I swear there was a problem in Tekken where disconnectors would claim a victory. Because that can happen unintentionally, nullify the match, regardless of the score at the time of disconnection.

2 Likes

I really don’t do PvP (mainly because I’m so bad at it) but if you want to try that as a separate game mode how about this: All players start with level 1 characters that have access to their action skill with basic guns and gear. Power ups in the battles would be class mods for each type of VH, relics and instant skill points. The instant skills would have a verbal description so that you can listen and decide if you want to accept it- x for yes and y for no (they are picked up like money- just run over it) so no need to open a screen while in combat. Winners get to keep the skills they unlocked and get rewarded with rare gear- and while I’m firmly opposed to forcing folks to play co-op to have a better chance to get the best gear, since this is PvP and totally voluntary, I’d have no issue with giving out exclusive gear in this game mode. Any thoughts?

@Carlton_Slayer: I also dislike PvP, but if it levels the field…


  • Fire rate of Hyperion sniper rifles brought even with that of Maliwan sniper rifles rather than being the slowest-firing SRs in the game.
  • No manufacturer’s normal lines of weaponry suffering comparatively poor performance like Bandit (Borderlands 2).
  • Grenade launchers as a separate weapons type rather than being manufacturer-specific Torgue-barrel assault rifles:
  • Bandit (or replacement): larger magazine size, slightly stronger damage, and slower fire rate than other manufacturers’ grenade launchers.
  • Dahl: fires automatic when not zoomed, burst-fires when zoomed, has slightly increased magazine size.
  • Jakobs: average magazine size, fires semi-automatic, non-elemental ‘grenades’ that explode like the ‘Bouncing Betty’ anti-personnel mine on impact: https://www.youtube.com/watch?v=bupkzPfERLA
  • Torgue: fires explosive-‘elemental’ grenades with larger blast radii than those fired from other manufacturers’ grenade launchers.
  • Rocket rifles [=Torgue-barrel Bandit/Torgue/Vladof assault rifles] being typed as Torgue-barrel assault rifles in general rather than being manufacturer-specific Torgue-barrel assault rifles, with manufacturer-unique traits:
  • Bandit (or replacement): has larger magazine size and slightly stronger damage than other manufacturers’ rocket rifles.
  • Dahl: fires automatically when not zoomed, burst-fires when zoomed.
  • Torgue: fires stronger, but slower-moving, rockets that explode with a larger damage radius than those fired from other manufacturers’ rocket rifles.
  • Vladof: has a faster fire rate and slightly faster reload speed than other manufacturers’ rocket rifles.

NOTE: All change(s) to the original(s) are noted in yellow.

Re. manufacturers and their base products (=not the parts)…:

Manufacturer: unknown Traits: faster aiming speed, reload speed, and fire rate Products: bullpup-type rifles/shotguns/SMGs

Manufacturer: Bandit (or replacement)
Traits: large® magazine size, long reloads, slightly stronger-than-average damage</font color>
Products: assault rifles</font color>, machine guns (B1)</font color>, pistols, assault shotguns (B1)</font color>, SMGs

Manufacturer: Dahl
Traits: low-to-no recoil, burst-fire
Products: assault rifles, pistols, rocket launchers (B1)</font color>, SMGs, sniper rifles

Manufacturer: Jakobs
Traits: semi-automatic, strong damage, (usually) non-elemental, small magazine sizes
Products: assault rifles</font color>, pistols</font color>, revolvers (B1)</font color>, shotguns, sniper rifles

Manufacturer: Tediore
Traits: faster reload speed and slightly larger magazine size</font color>

Manufacturer: Torgue
Traits: explosive-‘elemental’ weaponry, comparatively larger rocket detonation, average magazine size</font color>, increased ammo consumption compared to other manufacturers(?)</font color>, and blast shield (=exclusive to Torgue launchers</font color>
Products: assault rifles, pistols, rocket launchers (single- and multi-shot), shotguns
Exclusive Parts: multi-shot ‘barrel’ (rocket launcher) that will simultaneously fire 4 rockets from a Torgue-exclusive rocket launcher, but fire 3 rockets from other manufacturers’ rocket launchers.</font color>

Manufacturer: Vladof
Traits: faster fire rate and slightly faster reload speed</font color>
Products: assault rifles, machine guns (B1)</font color>, pistols, machine pistols (B1)</font color>, rocket launchers, SMGs</font color>, sniper rifles

Bring back specific weapon types from Borderlands 1:

  • Fury (automatic machine pistol), manufactured by Vladof.
  • Rage (burst-fire machine pistol), manufactured by Dahl.
  • Masher (burst-fire revolver), manufactured by Dahl.
  • Viper (highly accurate revolver), manufactured by Hyperion; always spawn with a scope.</font color>
  • Death (assault shotgun), manufactured by Jakobs.
  • Anarchy (multi-shot SMG), manufactured by Bandit (or replacement).
  • Double Anarchy (spread-shot Anarchy variant).
  • Bruiser (stronger but slower SMG), manufactured by Dahl; burst-fires when ADS’d.</font color>
  • Stinger (high-speed SMG), manufactured by Vladof.
  • Thumper (very strong but very slow SMG), manufactured by Hyperion; deals increased Critical damage.</font color>
  • Gamble/Thunder combination</font color> (bolt-action semi-automatic</font color> sniper rifle with increased damage, Critical damage, and recoil) manufactured by Jakobs.
  • Lance (semi-automatic sniper rifle with reduced recoil and increased accuracy), manufactured by Hyperion.

Assuming B3 is after B2, a series of missions involving a renegade unit akin to the Hand of Judgment: http://starwars.wikia.com/wiki/Hand_of_Judgment
I wrote up an idea for some story, kinda based off of them and titled something like “Flight of Fireteam 54”.

F54 is a SpecOps unit that used to work for the enemy corporation, until things going on in (or by) the company prompted their desertion; they attempted to do so as quietly as possible, but things happened, and their departure ultimately didn't go unnoticed for long; corporation high-ranks prioritized their elimination to prevent F54's intel and access from being used against them before those holes could be patched. Lilith informs you that the Crimson Raiders learned of the group's desertion by electronic surveillance, planted weeks in advance for something completely unrelated, and dispatches you to attempt to recruit them. You're first tasked with tracking them down, ultimately going through a series of (main story) missions to do just that, and finally meeting up with them; unfortunately, the enemy's finally managed to do the same by that point, and organized an alpha strike to wipe you all out.

Your task is then to hold out till reinforcements arrive from Sanctuary – Lilith scrambles a CR heavy unit that includes Brick and (at least) Axton/Maya.

After the battle, you learn the group’s full story – they originally numbered five on escaping, but one was killed some time before you could rendezvous with them. Your case is made, but it’s a no-brainer considering that the group’s former employer attempted to (over)kill them.
Completing this series of missions unlocks two of them as additional playable characters; when playing as any F54 character(s), they also have a separate story sequence up until where the dispatched Vault Hunters reinforced them against the incoming alpha strike, detailing their departure.

"The other side wanted him bad. Finally narrowed his hide down to an abandoned six-story building. They quit the subtle tactics, called in an artillery strike. Leveled a square block, brought the building down on his ass." -- Mr. Rate, "Shooter" (2007)

@Derch Saw your video…,


…and I wholly agree with it. In the meantime, I’d like your input on the above gun/manufacturer suggestions.

If it’s not too forward of me, I dropped this post’s link (as it is highly relative) in your video to see what responses it gets.

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@VaultHunter101: Thought you’d post here; I can C&P your post here later if it’s okay with you. But answering back, the only one I really remember kill-stealing was Brick. OMFG, Brick. And you get NOTHING for it. Just for you, Brick:

If the NPC VHs appear, there is my other suggestion that they can damage but not kill. Past a certain point, their output goes from actual damage to fancy lightshow, requiring you (the player!) to finish them off. Yay for 2Ws!

As for the story, two sides fighting each other, then coming to the conclusion that they have a common enemy, who is trying to wipe both of them out:

Pet AIs have a leash radius, going out to fight enemies, but following their owner as the character moves on. It’s been an annoyance to deploy Deathtrap on a Caustic Caverns run, then run into an enemy where I need him here/now…and he’s nowhere to be found while his timer is still running.

Oh wait, he’s at the beginning of that long tunnel I just passed through, fighting things while I’m getting my a** shot off? Wow, thanks.

1 Like

What’s worse is taking him to Dragon Tower and he attacks the flying dragons that are totally not bothering you, yea, thanks a lot DT! :weary:

2 Likes

@Carlton_Slayer: +that.


Another thing I was getting at was enhanced movement. Standard running, IMO, is kinda boring as it’s been a standard for ages from both within and without Borderlands. Personally, I liked the jump-jetting in TPS, but considered that a prototype system – not because it also ran off your O2 system, but because it was a skeleton system that gave you only a standard jump and a single (directional) thrust; IIRC, the nice thing was that the thrust’s power was dependent on the duration the jump button was held.

What I’m thinking is a better one that enables almost parkour-ish wall-jumping like this…:


…rather than contacting a wall and simply falling. This only works when you’ve contacted a surface [=wall/ground], which instantly/fully refills the bar.</font color> Additionally, it includes a thruster system for limited aerial maneuvering; it lacks the power to hover</font color>, but would allow slowing your descent, or even micro-maneuvering during descent, and the strength would be proportional to how long the jump button’s held.

It would basically work like TPS’s system with a thruster bar that refills while grounded, but with a tweak – from the ground, you can press the jump button (standalone) for a standard jump, or hold it to kick off the ground and go higher. While airborne from a…:

  • JUMP: You can press the jump button and directional stick to change trajectory in midair; again, you can press it or hold it for varying strength of effect. Note, however, that you would be restricted to one jet/thrust per jump as the jump+thrust would completely burn through your thruster bar, regardless of how whether the button was pressed/held post-jump.
  • FALL: You can do the same to maneuver; unlike from a jump, maneuvering while falling would not burn through your thruster bar, allowing you to make micro-maneuvering adjustments as you fall.

Also, thruster power would be stronger when your health is Critical.

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