Borderlands 3 suffers from somewhat of an identity crisis as the Devs try to not make the game play itself, while also lowering the barrier of entry of the game’s endgame content that much that pretty much everyone can with some easy tricks be Mayhem 10 ready after an hour or so max. Sure, the gear wouldn’t be perfect, but sufficient enough to kill enemies.
My problem with that is that by doing that the game has abandoned it’s old trademarks like difficult later playthroughs and those being the rewarding ones. Honestly at this point the game feels the easiest of all main Borderlands games, except maybe for Fl4k, but even then you can build around Fl4ks weak health and shield regen capabilities.
Mayhem 10 is really rewarding in the sense of drowning players in legendaries and I can accept that. But why didn’t they balance it in a way that makes anointments a bit less relevant and also grants lower bonuses from Mayhem levels while also lowering the scaling and loot bonuses, all just for playthrough 1?
That way we could have had an incentive to play the second playthrough and by rebalancing the Mayhem modifiers for TVHM they could have made the game more challenging and rewarding at the same time.
*And before anyone says it: I know how that sounds (like opening the floodgates of a predatory practice), but that’s why Gearbox should have done that from the very beginning to get us used to that flow.
Obviously, for that to not be a chore the story should have been engaging enough to not make even a second playthrough not tedium incarnate already.
Here is how I would have liked the playthroughs to be in practice:
NVHM
Base enemy HP/damage: 100%/100%
Anointment Strength: 75%
Mayhem 10 Stats: 5.000% health/shield, 50%* loot bonuses, dedicated drop chance: Normal
TVHM
Base enemy HP/damage: 200%/200%
Anointment Strength: 100%
Mayhem 10 Stats: 7.500% HP/Shield, 100% loot bonuses, dedicated drop chance: Doubled
This chart would result in players having much more nuance in and control over how hard they want the game to be. If we wanted to be as powerful as possible, the biggest possible numbers, we had to play TVHM for the better dedicated loot drops and anointments, but the game would be 50% more spongy than it is now and the enemy damage would be doubled. A NVHM player however could enjoy the much softer Mayhem scaling and just run through the game casually exploding stuff and would still enjoy loot raining from the heavens. The game would have 2 modes for 2 audiences.
Also, I would add more Mayhem Modifiers that are not intrusive to our sight. For example we could have BL2 style of health regen for enemies back, but the strength of the regen varies depending on if we use the normal, hard or very hard version of the modifier (regen per second of max health (normal, hard, very hard version): 5%, 10%, 20%). Obviously bosses would also regen health this time, but only at half the rate, although a damage race against a Takedown boss with 20% health regen per second would be one hell of a fight, but primarily it would be hell xD
Edit: Had to change the formatting, which somehow nuked itself