Mayhem 2.0 is here!!! More and better Loot!!! Higher difficulty!! New “fun” gameplay modifiers… oh god it’s on fire… So mayhem 2.0 came and landed with a thud, it has some good point but a lot of bad points. and most of the disappointment is it feels worse than the lackluster mayhem 1.0 (1.5 technically) and improves on a lot of issues with M1.0 but creates a lot of new issues. I will try to present all/most of my/others issues with M2.0 so hopefully someone higher up will take notice.
First issue… The Mods. when we were told we would get new, wacky, and fun mods, no one was expecting a smoking skull called DEATH or a homing nova-sickle. needless to say the mods aren’t what we expected nor what we wanted. for the most part what i saw people anticipating were mods that were both game changers but could be ignored. only a handful of the mods we got fit this bill. I have a entire list of mod ideas that would probably work but that list is too long for this forum post alone (maybe some other time). So moral of this is don’t make the mods too annoying to deal with, this plus the tanky enemies (i’ll get to that) make this game a chore more than anything and that is not what i play borderlands for.
second issue… dear god 12500% is big. Ok, gearbox whomever on the balancing team thought 126X ehp was “a good idea” put them in the naughty corner, because it wasn’t a good idea. I do enjoy a good bullet sponge now and then but not when it’s every blasted enemy!! i thought at MOST, M10 would have 4000% ehp probably lower not 3x what i wanted. this is making a issue UVHM in bl2 and tps where ONLY the godly weapons would see use because anything less and you’d be at a significant disadvantage. and with M4 before it felt reasonably balanced where most weapons were useable now it’s sandhawk all the way. (caww…) i didn’t come to borderlands to feel like i’m playing anthem.
third issue… the not so better loot So this will be covering the loot that is mildly better at best, what is better you may ask well very little of the loot is better… yup. The only things to have M10 versions are guns -dropped- by enemies, not from a chest, not from a vendor, not from your mail, and not from quests. And it’s only guns, so to those who wanted M10 shields, artifacts, COM’s, and grenades better luck next time. and the bonus for the guns is only a 2.25x increase while enemies are 126x tankier, anyone else spot the issue here? we get 10 levels worth of a damage increase but enemies are now omega gods?? this is more of a enemies are too tanky point but please just adjust the numbers.
Fourth issue, and why is this still a issue… dedicated loot not scaling to mayhem difficulty *sigh, why is this not been resolved? please. one thing i never feel good about in any game is farming one boss for all my loot and i feel like this is way too much of a thing in bl3. in all the past borderlands games i farmed almost every boss to get their loot and i felt good once that happened, but in bl3 i have a better chance to get their drop from just killing/doing something that drops a lot of loot, so any vault monster/wotan/CoS and not the boss that drops it. so please consider changing this. please
That about covers everything I’ve both felt and heard people have issues with since mayhem 2.0 came out, other than this dud of a feature revenge of the cartels is ok, and the loot the universe event is alright so only if M2.0 didn’t fall flat then this update would be nice.
as a side note to gearbox, can you fill the community in more on updates like this? the negative reaction would have been lessened and maybe avoided if we knew the numbers of everything and how it worked in detail. so just a suggestion for the future. <3
If you have any ideas on ways M2.0 can be improved, such as new modifier ideas/ changes to existing modifiers. ways to ballance player power vs. enemy power. ways to get people to play M10. etc…
also i feel like what i’m about to say might be true (no way to prove) but it feels like M10 was balanced to make the dummy good guns from before feel more balanced and then the new guns were balanced around M10, because all the previous flagship guns feel ok while every other gun bad, and all the new guns are really powerful. if this is true and that is how M10 got it’s 12500% B.S. and why most guns don’t feel viable anymore.

until then, game plays as normal with beefy foes. Mayhem 2.0 isn’t an issues its an improvement imo