We are coming up on the 1 year anniversary for Borderlands 3. The game has come a long way in many respects, and I do want to acknowledge the work that Gearbox has been doing lately to make the game more enjoyable for us, especially in the midst of the all the chaos of this year. That being said, there are numerous day 1 issues that have yet to be resolved with the game.
Those who know me on these forums know I am obsessed with FL4K’s pets, and in my boredom lately I’ve been re-reading threads on this forum and Reddit pertaining to FL4K’s pets. It struck me how many of the issues we were pointing out at launch have either just been fixed within the past month, or have yet to be resolved. I was also taken aback at how many people who chose the Beastmaster purely for their pets, and could not create an endgame viable build with the for months. I’m not going to pretend that we had a perfect understanding of pet mechanics then, but many of the issues that prevented them from being endgame viable are still present. While Randy Pitchford has hinted on Twitter that they MAY be considering content beyond the season 1 pass, I would appreciate using this time to finally shore up major character issues that have gone unaddressed thus far.
The primary issues that I’d BEG to see some action on for the 1 year anniversary are:
- Fixing the pet damage on the Friendbot class mod - I’m astounded that this bug hasn’t been fixed yet, especially now that Rage and Recover (which had an effect that wasn’t working for the pet as well) was fixed a few weeks ago. If Moze’s Green Monster COM did not provide bonus corrosive damage, I’m positive it would have been fixed by now. This is a very irritating bug because it should be so simple to fix. Either the pet damage is always on and working, or it isn’t. I just can’t see why this would take a year to fix. PLEASE let there be a fix for this come September.
- Cryo damage not working for pets - This is going to be a strong statement, but we would have been better off having not gotten the other buffs but having cryo instead. None of the buffs to pet damage that Gearbox has implemented, with the exception of scaling pet damage for Mayhem, outweigh the lack of cryo damage. This singular missing feature is all that is preventing the pet from being a viable damage source in the Guardian Takedown.
- At launch, FL4K had 265% pet damage from 6 skills: Ferocity (50%), Frenzy (40%), Psycho Head on a Stick (10%), Pack Tactics (15%), Endurance (50%), and the Power Inside (50%).
On November 19th, Gearbox added pet damage to Interplanetary Stalker (45% at max stacks), Most Dangerous Game (27%), Grim Harvest (35%), Furious Attack (30% at max stacks), Lick the Wounds (30%), and Fast & Furryous (30%), as well as adding an additional 10% to Psycho Head and 7% to Pack Tactics. - With these numbers in mind, assuming the max pet damage that you could get at launch vs now and Gamma Burst active, here is how the two compare with level 60 melee pet damage.
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Launch with cryo bonus: 2998 * 2.65 * 3 + Gamma damage 5959 = 29,793
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Present day with no cryo bonus: 2998 * 4.94 + Gamma Damage 11108 = 25,918
- At launch, FL4K had 265% pet damage from 6 skills: Ferocity (50%), Frenzy (40%), Psycho Head on a Stick (10%), Pack Tactics (15%), Endurance (50%), and the Power Inside (50%).
Even with half the pet damage we could possibly have, cryo would still beat our current pet damage set ups. Imagine adding it to what we have now. It would be a colossal boon for our pets.
Please @Noelle_Gbx, pass this along to the dev team. If we’re possibly looking at DLC 4 being the final DLC for this season pass, no official word on 4th skill trees, and level 65 being the final cap, we won’t have any additional sources of pet damage in the future. Wherever they end up power-wise at 65 cap will be the peak. There is still such a large well of potential to be tapped, and you’ll do far more to bring players back to the game by introducing new ways to play the characters we already have than just about anything else you can do with this game. Look no further than phases 1 and 2 of Mayhem 2.0 for proof.