Thelandhar
("Klytus I'm bored. What plaything can you offer me today?" - Ming the Merciless)
#61
I know, right? Some days it just feels like I am talking to myself… 
garfield1283
(Kick the Bukkit)
#62
A good topic needs time 
Also you’re not alone
that’s what these forums are for hehe bouncing around ideas and hoping GBX picks up on it.
Yes that’s exactly what I’m doing. But the would change based on what I was trying to do.
I made a post like 3 weeks ago talking about what I would change about the modifiers. They aren’t perfect but they add an interesting dynamic to the game that can potentially be both fun and beneficial to me as a player.
It’s not that most modifiers aren’t fun, it’s that they are all take an no give. If a modifier gave you a boost in some way while also making the harder in another way it would be just fine to keep them, because now you want to min/max your modifiers along with your build.
So you have more than, like 2 guns you can use. Like what happened with m 2.0 in the beginning. Scaling enemies without weapons would be utterly disastrous.
lolli42
(lolli42)
#65
it would actually be increasing difficulty
the poor balance is a completely different topic since the overall health is still increasing more than the weapons damage
you wouldnt use an echo in mayhem 1 nor in mayhem 10
It would just create bulletsponges and create an even worse set of issues from weapon balance, action skill damage, ammo economy etc. It would be downright irresponsible for gbx to do this.
lolli42
(lolli42)
#67
its already increasing bulletsponges while further increasing power creep of already op weapons due to the effects of multiplication
1 Like
I dont understand. Weapon scaling would offset hp bloat.
lolli42
(lolli42)
#69
HP increases by over 1000% to mayhem 10 while weapon damage only increases by 250%
Okay, you are suggesting to get rid of the 250 percent increase in weapon damage right?
lolli42
(lolli42)
#71
yes, together with all the completely inbalanced action skill, melee, pet and what ever skill damage that was delivered after the devs realized that weapons do not automatically increase that XDDDD
that would bring back most balance to the game
i have made a reddit post a while ago where i tried to calculate down the HP increase to the situation where weapons have no mayhem level and the “difficulty” will stay the same
the planned “progression” that these 10 different gear levels were supposed to deliver just never existed so its all a huge waste of resources
Okay, you are saying reduce the hp bloat on enemies then and dont scale weapons ?
Okay, but the problem with hp bloat is that every weapon has to be tested by hand . ., which is what I’m doing for my mod. It’s very time consuming and gbx would never do it. Like I said, you have to be all in with hp bloat and that includes hand testing and rebalancing from the ground up. Every single thing.
lolli42
(lolli42)
#75
yep
thats a problem for itself
appreciate your effort
but i doubt official mod support will be a thing anytime soon
Devowa
(Danielhallam)
#76
I agree its an admission that they aren’t working in the current form, but still like the concept of mayhem.
My thoughts are that mayhem mode needs to focus on coolness and fun, and this comes down to redesigning all enemies in mayhem mode.
- Fanatics and Psychos will split into Tinks upon death
- Goliaths will grab VHs and do a Zangeif style spinning piledriver if they get close.
- Skags have lazer cannons on their backs
- Ratch mutate into ninjas in half shells after eating other ratch
- Maliwan call down mech titanfall style
- Guardians fuze together voltron style
As mayhem level increases, increase the number of mayhem enemies, and make them drop extra loot.
I don’t want mayhem locked gear. I don’t want health scaling on enemies. I want more going on and have the option for players who don’t want it to be able to opt out without missing out on gear.
The main benefit of mayhem mode is you can break the rules of the universe purely for the fun of it
2 Likes
garfield1283
(Kick the Bukkit)
#77
I really like the idea of tougher and more enemies.
I kinda liked the cartel stuff where mobs would drop in (a shame they where just boring reskins though)
Also a healing drone I wouldn’t mind (the invulnerable drone is broken and clipping through walls all the time) that would give you incentive to kill it or the enemy (or risk having them come back to haunt you later)
So much cool stuff they could do but still bother us with broken and boring crap
1 Like
rodrigonunes97
(It is not over, kiddo !!!)
#78
Man I agree 100% with your statement, that bs of trying to find the middle ground never works out, or they need to stuck to their guts and deliver what they had in mind all along, or make changes solely based on what the community wants, there is no right path, but it needs to follow one of them.
Weapon scaling was just straight up dumb, why increase the weapon damage and highly increase enemy hp, if they could’ve just not increased the hp so much to keep the same damage (like mayhem 1.0)?
In bl2, OP lvl was not sweet, but it made sense to nerf the AS power, because your character own status wouldn’t go up while the enemy damage/hp would, that made you solely depend on gear after some point.
1 Like
boombumr
(Here comes the BOOOOM)
#79
You do realize that action skills continued scaling in the OP levels, right? There was a bug on PC that prevented them from doing so correctly, but they scaled all the way to level 80 with no issues.
rodrigonunes97
(It is not over, kiddo !!!)
#81
really? I played on pc, so never noticed that, my axton turrets were basically slag machines.
I’ll google it better, but even if it does, it is definitely not like mayhem, in mayhem I feel the scalling in AS is pretty much random (or X amount) and not lvl based, in bl2 op lvl if there was scaling on them at all, was definitely lvl base math (op8 = +8 lvls)
edit: ■■■■, I hate when this forum doesn’t reply under the comment