There is no other way to say it - I previously sat on Mayhem 6 for ages because the modifiers were too intrusive and Gearbox has pretty much confirmed this by introducing a vanilla mayhem mode (Mayhem 11).
This is a relief but it doesn’t necessarily mean there wasn’t merit in the concept of mayhem.
The original mayhem had random modifiers that directly affected build effectiveness and was far too disruptive.
The Mayhem 2.0 concept had effectively a Mayhem loadout that had selective modifiers effecting targets. Less random, but still too dramatic in changes.
In my opinion the Mayhem Modifiers should be less intrusive and should primarily impact the minor variations of a combat engagement rather than dramatically changing how combat works. They should primarily add colour and be fun.
Here are a few examples:
Positive Charge: 1 random element AoE is increased by 10%
Negative Charge: 1 random element AoE is reduced by 10%
Tank Zone: All vehicles health increased by 20%
Lean Predators: All creatures/animals speed is increased by 20%
Low Grav: Jumps height and longevity increased by 25%
High Grav: Jumps height and longevity decreased by 25%
Frictionless: Slide speed/duration increased by 25%
Increased Air Density: Projectile speeds reduced by 10%
Decreased Air Density: Projectile speeds increased by 10%
Natural Chaff: Projectiles have a small chance of randomly being deflected
Apex Predators: Increased chance of badass/super-badass/chubby creatures
Swarm: 50% more standard (non-badass) creature types appear.
Rocket Fuel: All vehicles move 20% faster and nitro boosts are 50% faster.
We Are Legion: On death all robots have a chance to summon in another one.
Purple Haze: Anyone gaining second has a temporary vision impairment (like the terror effect but greater) making long range shots more difficult.
Quarknado: Throwing a grenade has a small random chance of causing a mini-tornado to appear that throws out a small number of ravagers, skags or ratches before vanishing.
One Last Grenade: Non-creatures have a chance to spawn a grenade upon their death.
Shield Interference: Shots have a small chance (1%) of totally ignoring shields.
And so on and so on - Mayhem modifiers should be set globally for the day ideally for each planetary location and the number should be based upon the Mayhem level the player selects (1 for Mayhem 1-3, 2 for Mayhem 4-6, 3 for Mayhem 7-9 and 4 for Mayhem 10).
My list is an example of the flavour of these modifiers.