Better idea. Get rid of all these stupid, build disabling modifiers that are largely subjective or situational in how “difficult” they are in the first place. Scrap this 2.0 system and go back to the drawing board instead of taking the worst parts of mayhem 1.0 and putting it on steroids…causing huge item scaling issues and broken action skills in the process.
I have been suggesting this forever as a difficulty substitute for these stupid mayhem modifiers so might as well keep suggesting it until we have something better than 2.0 in place at least…Have fewer mayhem levels but each level difficulty is determined more by how many hard enemies you have to fight.
You kill a trash mob it has a % chance to spawn a Badass mob. You kill a Badass mob it has a % chance to spawn some mini-boss type mob. Kill min-boss and maybe have a super rare chance to spawn some huge boss that does something unique like smashes all other enemies and it becomes a huge single enemy boss fight but with greatly increased loot.
So in this setup you are only trading one mob for a harder one. The faster/more you kill the harder the enemies potentially become and the better the loot is because the harder mobs drop more/better loot with mini-bosses maybe dropping something unique or interesting and the rare boss dropping more of it and/or something even more unique…
Each level of mayhem would modestly increase health/shields/armor but also the % chance for harder mobs to spawn on death. This would be much more fun IMO than these stupid modifiers or insanely bloated stats and we could maybe tone down or remove item scaling which is causing all sorts of other issues including broken action skills. It would also be build/gun independent so if you have a cryo build that you love you don’t get cry immune enemies that invalidate your build.