I continue to be TICKED at the Guardian Takedown!

Never been able to complete it. Always get killed by the radiation bubbles or fall off the map and I have limited patience to keep trying. A save point would change everything.

Big problem with platforming in this game is the jump/climb mechanics are about as poor as any game has ever done. The only thing as bad is Assassin’s Creed Unity. I can’t even count how many times in Lectra City when going for the Moxxi radio tower I would bounce off the lamp post. That’s the worst part–the characters always bounce when they land.

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I like the gtd except falling off the map and having to restart… Itsa pain.

Makes me wanna master using the spiderman gun to skip

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Borderlands 3 is not a game about skill/gear to overcome difficulty, but about skill/gear to become more and more efficient and fast at farming content. That said, imho the perfect penalty to failing a jump is presented by the set of platforms before the first boss: fail and you’ll have to face an extra wave of enemies to climb back up. Do the jumps right and you’ll be faster and more efficient. Perfect Borderlands logic.
Having to repeat a whole section is too boring, especially in the guardian takedown.

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^This……

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This has been my biggest complaint with the GTD. They should have implemented a variation of the room after the first set of 3 crystals, where the jump down to the mid-boss is at.

Have an area below the jumps where enemies spawn if you fall. After you clear all of the enemies (it can even be a few waves of them) jump-jets will activate to allow you to return to the start of the jump area.

This way there’s still risk and a cost but you’re not severely punished. It’s worse in multi-player as allies can’t revive you from a fall.

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Finally got my daughter to try GTD local co-op last weekend. Can’t imagine 4 players trying this. One of us always fell and it’s too long to play solo. No revive player.

Borderlands is not a jumping/platforming game. Whole jumping and dying should just be scrapped in entirety. Each section is already way to long anyway. Even without fall off start over penalty.

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^Annnnd just another reason to fix this Raid.

Which is actually fun and challenging except for the severe penalty of missing a jump after the 2nd set of crystals.

That and the reward level for that long of time invested.

I quit playing Destiny because…as a good friend said: “Destiny and Bungie respect a players time worse than any game I know.”

The Guardian Takedown, in it’s current form, “Does not respect a player’s time.”

It’s so UN-Borderlands….
So UN-Gearbox…

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Im probably in the minority here but I genuinely find the GTD insanely unique and challenging and it’s often really fun to play. My issue is with the loot. To start, I think a we need insane buffs on all the gear that Scourge drops. And when I say insane buffs, I mean this gear needs to be the meta. Then once the GTD loot is in a good place, they need to multiply the amount of legendaries that Scourge drops by around 10x the amount of what he currently gives. If I’m going to spend nearly an hour slogging through this thing I want to feel like it was worth while. I often find myself running through the takedown enjoying myself, killing Scourge, getting between 2-5 useless legendaries, then wanting to break my disc in half. Rinse and repeat every two weeks or so and that’s been my relationship with GTD so far. All in all I think it has a ton of potential but their are many aspects of it that can be improved upon.

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I see this kind of approach as a double-edged sword. Remember back when M2.0 was released and drops were locked behind M6 and above? Alot of people complained about that. So locking a ton of desirable items behind the hardest content of the game would surely have many up in arms.

And I think the drops in GTD are great - the Stinger is the driving force behind some of the most powerful builds in the game. The Lightspeed is one of the strongest grenades. The Smog is an insanely cool and actually balanced SMG. And the Web Slinger allows you to climb walls. The Kickcharger and Plasma Coil are crazy strong - but also really boring and imbalanced. They just strike me as a ‘please buy DLC6’ sales-pitch rather than actual good gun design.

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The worst part of the takedown is the crappy loot. Got a smog, Berner, and superball from scourge. And about 21 eridium. There should be a loot room filled with chests and eridium piles imo. Give me a reason to slog through the thousand mob enemies with hundreds of millions of health.

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Exactly, the risk/reward ratio is way off. And given the state of RNG in this game, it’s not worth my time to try to farm for a specific item. I’m still running around with level 60 Stingers because I can’t bring myself to keep grinding even the first boss, for a level 65 one. The drops have been so subpar, even worse after the drop nerf.

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Yeah it sucks to lose an hour of progress from missing 1 jump two different times.

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Add any degree of latency and those moving platforms might as well not exist at all. I’ve attempted to mantle them and watched as they move out of reach while the animation plays out on multiple occasions.

True they aren’t hard, but I think it’s more frustrating when the problem is out of the players control

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well said m8 ive never got the end

GT is a breeze for me TT is pretty much the same exept I shoot every guardian 2-3 times instead of once. Overall I like it though, Anathema fight is the most engaging, not that it’s an award wining design but it stands out from all the other low effort crap because it allows you to play in a fun and dynamic way. If anything I’d love if they increased enemy density, not only in GT but across the board to two to three times what it is now.

Hurts less when you’ve got a decent build and lose 5 mins at worst. I play Clone Zane so even that happens rarely cause whenever you start falling with a Clone build you just press F and you get teleported back to the clone. Additionally if you have a character with enough movement speed you can pretty much skip 70% of the takedown with some skillful skip-jumping. There’s a total of 4 skip-jumps to make for a really short GT run. I stopped doing it anyway because the GT is so easy for me that I actually have more fun killing everything along the way. I’m not writing this to put myself on a pedestal - after all it’s just a silly computer game. I just wanted to let some of you know that there are ways to have a veeeery different outlook on the Guardian Takedown that, again, seems like some of you clearly haven’t explored yet.

You just might be a bit of an exception :grin:

Glad you like it.

I kinda do myself….it just needs some serious tweaks.

As for making it harder…sure…why not as long as the rewards were increased dramatically.

I personally just don’t get a big kick out of slogging for that long of time for loot that is just not exceptional.

For the games most difficult activity I would think the reward should be just the best the game has to offer or close.

Get a Crader’s EMP5 and any artifact with movement speed bonus stat (Victory Rush is probably best). It should make the jumps a lot easier.

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Agreed, I don’t think there’s anything wrong with the idea of a takedown per se, it’s just executed poorly. I don’t think people would have so many grievances if it would reward player’s time investment properly e.g. chests with guaranteed legendaries at the checkpoints and most importantly a decent amount of XP. Most of us are in the endgame so XP to push that Guardian Rank is pretty much the only thing, apart from farming items, that keeps most playing and GT gives so little XP comparatively to its difficulty level that most people prefer doing a few rounds of the Slaughter Shaft instead.

Overall though, personally I like the idea of takedowns much better than just going directly to a location and shooting a dumb raid boss for a bit of time.

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It does, however to make the last one - the one from the last island to the sloping ledge that leads to Scourge, you need the Speed Demon modifier unless you’re Amara and can Action Skill glitch mid-flight.