Rerolling anoint would be a good thing, it is always the dogmatic refusal here… Real life example : I wanted a Vosk Deathgrip to try something, now it is an exclusive Troy drop and a niche weapon so trading is not an option
-ONLY WAY to get it is to kill Troy
-It took forever just to get one to drop
-Of course not the anoint I wanted
-I don’t have all the day to watch loading screens just because I want to experiment, my goal is not to spent all my playing time doing the same garbage kills (which mostly consist in watching loading screen over and over again)
If I could have a randomized anoint re-roll for a set eridium price I could have used it to have a chance at the desired anoint in a reasonable amount of time. I don’t see what so extraordinary or bad with such a system such re roll possibilities exist in numerous games
Lest’s be real, it’s not to re roll Woodblockers with anoint X that I am asking that, I have Woodblockers in world drops, in chests and in vending machine, there is even a dedicated woodblocker drop source for crying out loud, I can have any anointed Woodblockers ever conceived in this Universe and any parallel one. It’s not either to re roll the same washed up meta weapons that everybody trade around, heck I’ve never farmed for a redistributor always got them by trading.It’s for all the niche stuff that is locked behind incredibly low drop rate on a single unique enemy.
4 Likes
PuppyOfDoom
(F*****N*!!! EXPLOSIONS!!!!)
#43
Firesale longmusket xk lyfe!
Fnq1974
(PSN is wonga-bunny)
#44
Is it possible that what you’ve observed at this point in time a legacy of the other issue in that there is a large number of legendary weapons that are not M10 viable so the chance to get one is very small?
I’m not fully up to speed with the patch notes. I’m assuming at the moment that chests and vending machine legendaries will be world drop items only, not boss or DLC specific. If that’s the case that would explain why most weapons are no good as most world drop weapons are not that great.
I miss this too, but also the shear amount of skill points they gave. Didn’t legendaries give like 25 points at higher levels? I was disappointed when that wasn’t the case in 3
Yes, it was +5 in 5 different skills (+4s for Terra’s mod)
But yeah, really a shame that BL3 is 5 max instead of the 25 we were used to with the other games.
If they made Purples and Blues be able to have more points (6-10) that’d make them more interesting at higher levels. In BL3 you’re better off using a Legendary 9/10.
renfried
(Renfried)
#47
Granted the legendary mods in bl3 grant special abilities. Something the bl2 coms didn’t have. It would be pretty awesome if blue and purple mods could have more than 5 still points tho.
2 Likes
gaphab
(Gaphab)
#48
I’d scrap all universal anoints except 300/90, 50/150 and consecutive hits. Keep class specific anoints I suppose. Having damage boosts coupled with activating or ending action skill is just not interesting to play with.
You could have anoints that synergize with certain skills and playstyles, for Moze say:
-
The next shot that empties a weapons magazine or overheats will do 150% bonus Amp damage (keeping a low mag, ammo regen and Click, Click)
-
Shots that cost no ammo will fire twice (works with Cloud of Lead and Some for the Road - just like IBs double nukes, double plaguebearers shots?)
-
Grenades thrown at 12 or higher capacity will do 200% bonus damage (Why Can’t I Carry All These Grenades? - a reason to actually use this or grenade capacity passive and maybe switch off CMT)
1 Like
This is come up in a few post replies. I think it would be pretty neat too
bbmotors
(Bbmotors)
#50
Problem with that is most of the Class Specific anoints are not that good. There are no FL4K anoints that really help a Fadeaway build at all.
The only Zane anoint sought is the Cryo boost while SNTL is active. The others are just meh.
Moze has the splash damage boost after exiting IB, but that is about it. Having extra incendiary damage does no good. Her skills already provide that. Cooldown to IB is ok.
Amara’s need work. 250% damage after Phasecast is ok, and some people make the 300% after slam work, but that is all. The radiation one gives so little is should just be removed. Same with her after Phasegrasp anoints.
Myself, I fell they need to get rid of the class specific ones, then cut down the number of the non-class anoints to just a few. Adjust them to where the anoint is not what makes the gear.
Annointments are a good idea in the sense that they could add “flavor” to items. The execution of that idea went wrong when game balance became dictated by powerful damage-dealing annointments. You can’t have an item be powerful without an annointment, then add 200-300% damage on top of it.
To correct the system, they would need to rebalance the entire game and remove all damage-dealing annointments, or heavily nerf them. As it is, we have a game that requires extensive and tedious farming of the same bosses to obtain items that make the game playable at higher Mayhem levels.
I know this is an unpopular opinion, but the game is more “fun” at lower Mayhem levels because of this. You don’t need a specific annointment or meta weapon to be effective at lower Mayhem levels. You have much broader choices in items and spec. The real downside here is that M10 is, by and large, considered the only Mayhem level to play on and it’s what a very vocal part of the player base judges the game on.
7 Likes
I was thinking about dropping down to m6 or m7 for this very reason. I wanna use a Kaos again. Wonder if it works at that level?
I play mostly at M8 (due to modifiers) and don’t see a real difference in that and M10 in difficulty, annointment and item choice or spec. I’ve done some experimenting at M4 and it opens up a range of options like using a good purple or a solid legendary that you like. Some weapons are still garbage but that’s the nature of the game.
M6 could be similar to M4 but you have to deal with a lot more rerolling of modifiers. I’m doing a new playthrough with Fl4k. I might do the TVHM playthrough at M6 to see what it’s like and if it’s less restrictive than M8 or M10.
2 Likes
Weird. Maybe the game has more variety at m8 than m10 and the devs don’t know what to do about it since most players probably think they have to get to the max for best the experience, as that’s the traditional nature of gaming
I’m tempted to do this except for one thing: if I went to trade on the forums no one will accept a mayhem 8 gun lol
Ah, that would be a problem. I haven’t found a need to do any trading so haven’t ran into that particular issue. Then again, if you’re playing at M6, there may not be a need to trade since you have more options?
To clarify what I was saying about Mayhem 8, I haven’t seen any noticeable difference in that and M10 other than modifiers. The difficulty is there, the need for specific weapons, annointments and builds is there. The only benefit I get is fewer modifiers. M6 could be more like M4 in allowing a broader range of choices in items but I don’t know for sure. I plan on finding out though.
1 Like
boombumr
(Here comes the BOOOOM)
#56
I agree. I’ve been on M4 since Mayhem 2.0 released, and just recently moved up to M8 purely because it was only 2 modifiers. Honestly, I feel like GB could cut out every Mayhem level other than 1, 4, maybe 6, 8, and 10. Who plays on Mayhem 9 for example? It’s just unnecessary imo.
1 Like
I’ve been saying basically this since mayhem 4 first released. I fear it is too late in the games life to be changed but if we get enough people shouting it from the rooftops we might be able to get some traction for this. Honestly I think it would be a good change for the player but even better for the developers not having to plan scaling around bursts of 300% bonus damage
1 Like
I absolutely agree with you. Anointments were awfully executed and ruined balance. The game about a bazillion guns is a game about a few op anointments.
3 Likes
vitaro
(vitaro)
#59
This wouldn’t be an issue without weapon scaling, but GBX just had to turn everything upside down with Mayhem 2.0…
2 Likes
Maybe mayhem2.0 was a rushed getaway from how easy former mayhem 3 and 4 became due to crazy anointments interactions (the core problem of this game). They stated that it was supposed to be a progression towards m10. But they released it with the cartel event along with some new op weapons. So you could get a yellowcake and an opq at mayhem 6, then go for a reflux/monarch/kaoson and from there to m10 without stops. They nerfed the yellowcake and the kaoson but the (self) damage was done.
If you rush the release of a game, further attempts to fix the mistakes that derived from that tend to be rushed too.
They need to radically rethink this game.
3 Likes
That may be part of the problem. There is no progression to get to M10. There is no need to farm at M1-9 and earn your way to M10. You can go from unlocking Mayhem Mode to playing on M10 in a matter of minutes. You might not be clearing takedowns or taking on the harder fights, but you can easily skip to farming a few select bosses.
There’s a pretty significant difficult disparity there too. Some bosses on M10 are stupidly easy and allow for quick farming, while some trash mobs are nearly impossible without optimal gear and specs. Then there’s Moze, and I am absolutely not complaining, who can kill just about any boss in the game in a matter of seconds using IB with no M10 gear at all.
What I’m trying to say is, there is no barrier to entry to M10, so it gives a feeling that it’s the default difficulty and anything less is playing the game on “easy” mode. Then we run into the problem that the M10 version of your super-awesome weapon will absolutely not work well at M10 unless it’s one of the “meta” weapons currently in style.
I am baffled by that problem and would love to know the logic behind it. The Night Hawkin SMG and Star Helix AR are two of my favorite weapons but they are pathetic at higher Mayhem levels and I cannot understand why they, and most others, don’t scale properly. An item that works well at level 40 should work well if I get the level 60 version. The level 60 version should perform roughly the same from M1 to 10. The scaling is waaaay off.
5 Likes