Borderlands 2 damage got so out of hand at endgame that most toons needed a Grog to heal thru incoming damage.
It makes sense to me that Gbx is just having the foresight to simply tighten up w balancing numbers now so that when they later introduce DLC content it won’t all be balanced around one broken mechanic(Grog). OR something similar. Bc I don’t think anyone would argue that a random side-quest item that you received(from not finishing the quest at that!) should not be a near requirement for most of BL2s tougher content.
To reiterate my thoughts here, I feel like they are bringing down high outliers and bringing up low outliers and Gbx is being proactive about now so when new items are introduced the “base” is already clearly understood.
With Borderlands 2 as opposed to requiring the Grog Nozzle to do endgame content wouldn’t it have been much better if every character could handle that internally.
Don’t know about you folks but I woulda much rather saw Salvadors “Brawn” skill tree better balanced to where it was actually needed to go in there for the DR and the regen. Instead Brawn was bunk and Grog won out. Bad.
Every character should have been able to do DigiPeak without the damned Frog Nozzle. Would have been a lot better if they handled scaling the survivability skills up a bit just removed Groggy all together…
How this relates to BL3, well if we have a clear bass (including some outliers ngood and had) that allows Gbx to handle future content better because they KNOW at least a very general sense the power of weapons, characters, skills, etc up to that point.
As is now, on Tm3 I feel like my shield is actually valuable. I appreciate those health regen skills and those sheild charge delay skills. Late game difficulty can get crazy and by Gbx keeping a close eye on balance, as they have been, will prevent a lot of the things of BL2 endgame that didn’t work out so well.
Hope this makes sense to somebody bc it sure as ■■■■ don’t make mine too me.x😆