Mayhem 2.0 is a dead end

Exactly.

Just add a simple damage multiplier to action skills for each mayhem level to keep them doing the Same relative damage,not fall off the cliff like they do now.

They did something very similar with the very first IB buff months ago, buffing up his damage when you level up, and it’s worked great

1 Like

What?

If IB did 100 damage per shot at M4 against an enemy with 200 health, it took 2 shots to kill him.

At M5 the same enemy got a 100% health boost, so now he has 400 health , so now it’s taking IB 4 shots to kill him.

Solution: at m5 increase IBs damage by 100% , so if will still take him 2 shots against same enemy

It’s not rocket science, and I have no idea why you think making him do the same damage would "break the game "

What part of fade away does damage? It’s crits for your weapon
How would Iron bear become more useless? He does damage, and I’d like that damage to scale up with higher mayhem levels.
Why would phasegrasp become useless? Phasegrasp never did damage, its usefulness is the CC. I thought it was considered pretty strong.

Please help me explain this to you, it seems like we take “action skill damage” to mean two different things. I use it to refer to the damage number that pops up when I hit an enemy with an action skill (such as phasecast, fist over matter, rakk attack, digiclone shots, iron bear weapons, etc).
(I thought this would be fairly obvious since the game uses the same nomenclature as well)

1 Like

The more skill points you get the more skills you get but the more skills you get the more they (the ones that mainly buff your damage) suffer from diminishing returns. M4 alredy had stuff that started to fall of, not just skills like IB but also some guns. Also, were talking about MM here and you don’t get extra skill points for playing on ligher MM levels.

Furthermore if it’s a challenge you want then you already have multiple options like using more basic / underleveled gear. No one but yourself is stopping you from doing that.

Before the patch Iron Bear was able to hit more then 1M dmg now i think its even more.
Apply 12500 percent cause that’s the scaling of life for mayhem 10 i think and give iron bear the same bonus.

I would never think that’s overpowered LMAO.

So far I don’t have a weapon that can one shot, and so I’m still having fun. :slight_smile:
Also depends on what modifiers you’re running hehe.

As I mentioned, and you acknowledged about four posts ago, the actual multiplier they apply to action skill damage can be any number they see fit. It doesn’t have to be the same 12500% applied to enemy health.

They already have a formula in place that determines how much extra damage higher mayhem level guns do. They could use that, or slightly modify it, for action skill damage.

The mobs do level up along with you as well. And they can always increase the amount of stats a mob gets on level up after a certain level, like any level above 60 for mobs increases their stats by a lot more.

Fade away gives you a flat dmg buff in addition to crits and there are tons of boost for base and crit dmg in your build.

Again do you just want to exclude certain skills because also fade away then needs to deal more dmg with the 200% extra dmg anointment on top of that is just bloody overkill and no fun anymore and don’t get me started on rakk attack .

Enemies are also getting the Same 12500% though. So what would IB be overpowered against exactly? Are you upset his damage numbers would be too high ? Who cares if enemies aren’t affected by it at all ?

but in the past on mayhem 4 live and shield scaling was also a thing for the enemy
U see the problem here is a flat 1 to 1 buff would be very broken.

I mean on mayhem 10 the i killed some stuff at the 1.5 to 2 M dmg bar in an instance.
I think with the right iron bear build you would do just fine.

I think they will fix this but i don’t expect any fast reaction cause obviously they are aware of that

A damage buff to your WEAPON. I am talking about damage done by ACTION SKILLS. What will it take for you to understand?
For christ’s sake, I am using the same terms the game uses. Fl4k himself has a skill that boosts action skill damage, called “Grim Harvest”. Does getting points in Grim Harvest do anything for Fade Away? I feel like it’s more helpful if I let you figure that out on your own.

1 Like

Action skill damage does not mean “damage fl4k does while action skill is active” it means “damage fl4k does with an action skill” it’s always been that way. When you take Grim Harvest and it says “increase action skill damage” that does literally nothing to Fade Away, it only affects Rakk Attack(and the couple instances where Gamma actually deals damage like summoning it).

2 Likes

Cheech all i wanted u guys to understand if you boost actionskill damage in mayhem people start complaining about the other action skills that aren’t viable.
We should look out for a solution everyone accepts on.

But go on feed into that flames can’t wait to one shot sh*t with my rakk attack build using rakks only

This is true. And to top it off, the pool of decent, useable weapons has shrunk considerably. Besides Anarchy / Sandhawk / OPQ System/ Yellowcake / Krakatoa / Hellshock, most weapons are barely useable at their respective MH Level.
SMGs and ARs are especially behind the curve now.
The lack of diversity has really become apparent and it is sad.

1 Like

I don’t think that would happen because the other action skills bring value that isn’t about damage. Phasegrasp is about CC, Barrier is about defense, Fade Away is about defense/gun buffs (and guns already scale with mayhem).
For the record, Sentinel, Digiclone, and Gamma Burst (i.e. pet damage) also counts as “action skill damage” I believe, but if it isn’t, “pet damage” should also scale (as should grenades, shields, and melee).

1 Like

Actually, Phasegrasp, or rather the Ties that Bind version of it, is affected by skill damage, just not the target. :slight_smile:
If you increase your skill damage and use Ties that Bind on a tanky mob next to a boss, you can do more damage to the boss than if you were to normally shoot the boss, or shoot the boss if you used ties that bind on it. :stuck_out_tongue:

The more I know.
(Since I am suggesting scaling action skill damage, that effect would also increase, and the Ties That Bind crowd isn’t left out)

But that’s not how i understand balancing everything the right way.
Its just making overpowered what you want to be op.

But ur way is great just go mayhem 8 and get boosted very challenging.

Its not only me who gets gun dmg buffs btw.
And then why should action skill dmg based action skills at all be buffed.