Potential Mayhem and Anointment Fixes

So I wanted to bring up that the current end game has so many issues with how it is handled with fixes and patches, that I had to stop playing for a bit because of how frustrating the game has been even though I do enjoy it (Don’t even get me started on Arms Race and how that needs to change).

I wanted to see what other people think of how the game could be improved and thought I should post my fixes for what would make the game more enjoyable.

The main thing for me is that there should be drastic overhauls to two core gameplay elements, Mayhem and Anointments. I’ve detailed my extensive changes below but would really like to see what others think.

If any of these changes could be implemented it would super incentivize me to come back to the game.

MAYHEM MODE FIX
The Mayhem levels should be changed back to 4 Mayhem levels. Everything is too dependent on anointments and not enough on builds and weapons.
The huge increase in enemy health should be rebalanced to no longer completely hinge on specific anointments to actually defeat enemies.

What this will do to current Mayhem level gear 1-10 I don’t know, maybe just change all gear above Mayhem Level 3 to Mayhem Level 4.

  • Mayhem 1 will have 1 positive gear modifier and 1 negative modifier. (Obviously if Pistol DMG +10% is active, you wouldn’t also get Pistol DMG -10%, it would be a different one)
    200% increased Health for all enemy entities - 200% increased Shield for all enemy entities - 200% increased Armor for all enemy entities.
    Rare Spawns are 25% on Mayhem 1. EXP +60% $ / E +60% Loot +500%

Positive Mayhem Modifiers: Pistol DMG +10% | SMG Dmg +10% | Shotgun Dmg +10% | Assault Rifle Dmg +10% | Sniper Rifle DMG +10% | Launcher DMG +10% | Grenade DMG +10%
Negative Mayhem Modifiers: Pistol DMG -10% | SMG Dmg -10% | Shotgun Dmg -10% | Assault Rifle Dmg -10% | Sniper Rifle DMG -10% | Launcher DMG -10% | Grenade DMG -10%

  • Mayhem 2 will have 1 positive gear modifier and 2 negative modifiers. 600% increased Health for all enemy entities - 600% increased Shield for all enemy entities - 600% increased Armor for all enemy entities.
    Current M4 drop weapons only drop in this Level. Rare Spawns are 50% on Mayhem 2. EXP +100% $ / E +100% Loot +1,000%

Positive Mayhem Modifiers: Pistol DMG +5% | SMG Dmg +5% | Shotgun Dmg +5% | Assault Rifle Dmg +5% | Sniper Rifle DMG +5% | Launcher DMG +5% | Grenade DMG +5% | Lootsplosion | Galaxy Brain | Speed Demon
Negative Mayhem Modifiers 1: Pistol DMG -10% | SMG Dmg -10% | Shotgun Dmg -10% | Assault Rifle Dmg -10% | Sniper Rifle DMG -10% | Launcher DMG -10% | Grenade DMG -10%
Negative Mayhem Modifiers 2: Healy Avenger | Charred Mode | High Voltage | Acid Reign | Chilling Them Softly | Totally Radical

  • Mayhem 3 will have 1 positive gear modifier and 3 negative modifiers. 1,200% increased Health for all enemy entities - 1,200% increased Shield for all enemy entities - 1,200% increased Armor for all enemy entities.
    Current M6 drop weapons only drop in this Level. Rare Spawns are 100% on Mayhem 3 and 4. 3rd Mayhem Modifier will include Terror Skulls/Cartel Beacons. The highest difficulty with modifiers. EXP +200% $ / E +200% Loot +2,500%

Positive Mayhem Modifiers: Pistol DMG +5% | SMG Dmg +5% | Shotgun Dmg +5% | Assault Rifle Dmg +5% | Sniper Rifle DMG +5% | Launcher DMG +5% | Grenade DMG +5%
Negative Mayhem Modifiers: Pistol DMG -15% | SMG Dmg -15% | Shotgun Dmg -15% | Assault Rifle Dmg -15% | Sniper Rifle DMG -15% | Launcher DMG -15% | Grenade DMG -15%
Negative Mayhem Modifiers 2: Healy Avenger | Charred Mode | High Voltage | Acid Reign | Chilling Them Softly | Totally Radical
Negative Mayhem Modifiers 3: Freeze Tag | Laser Fare | Chain Gang | Terror Skulls | Cartel Beacon

  • Mayhem 4 will be like current Mayhem 11, the highest difficulty, just without modifiers. Same enemy health and but with reduced drop rates. EXP +100% $ / E +100% Loot +1,000%

ANOINTMENT FIX
The huge increase in enemy health should be rebalanced to no longer be dependent on specific anointments to actually defeat enemies. Gearbox didn’t even know how to implement the original anoints like Airborne and Slide. Those should have been something like, if there was a ASE Weapon DMG 30%, then there should have been a 45% Weapon DMG while Airborne. This would have made it so that both are viable with slightly better damage on airborne since it is specific to an action/ situation. Same with something like slide. I think there was a critical hit boost on slide anointment, which is silly. There should have been something like 30% DMG reduction on slide, which would really make you slide more and still be a cool perk. As it is, if you don’t get a gun with an anointment specific to your character, I don’t even pick it up.

Anoints should only give small boosts to really make them special and not completely overtake the game. To fix this, most Anointments are removed or consolidated.

Weapon Specific anointments were made to keep some of the better anointments around but also reduce their power a bit since enemy health will not be in the 10000% range anymore.

Characters only have 3 specific anointments associated with characters but a few of them can still be used with other characters to increase versatility in builds.
Characters also get an associated Shield anoint but again, some can be used with other characters as well.

Lastly, while some believe that ASA and ASE Damage for the universal anoints should be the only ones, according to Youtubers these take into account certain
calculations for damage. For this reason, other anoints are still necessary to increase damage for other damage formulas, like melee and elemental. That’s the reason for not just having 7 universal anoints. Still 33 main Anoints down from about 71 seems like a big improvement.

UNIVERSAL ANOINTS - (These were made using this forum so alot of people agree on these. Some people think these should be the only anoints but there are reasons there should be a few more)

  1. Action Skill is Active 30% gun damage during duration
  2. Action Skill End 30% gun dmg 12 secs
  3. Action Skill Start 15% crit
  4. Action Skill End 15% crit
  5. Action Skill End 10% life steal
  6. Action Skill Start grenade damage 10%
  7. Action Skill Start Action Skill Damage is increased by 30%

WEAPON SPECIFIC ANOINTS - (I think only having the above Universal Anoints would really undervalue alot of the currently fun builds so I kept these as well)
8. Gain 100% increased Weapon Damage against enemies above 90% Health [weapons] (Launchers Only)
9. Consecutive Hits increase Weapon Damage by 1% per hit, misses remove all bonuses [weapons] (Snipers Only)
10. While under 50% health, deal 50% bonus radiation damage [weapons] (I like this one but maybe it’s redundant with Gamma Burst FL4K Anoint)
11. On Action Skill End, The next 2 magazines will have 20% additional bonus >Element< damage [weapons] (All elements - Slightyly inferior to Character Specific Element Anoint)

SHIELDS/GRENADES ANOINTMENTS
12. On Action Skill Start, activate any effects that trigger on shield break or fill [shields]
13. On Shield break, the next shot deals 100% shield capacity as bonus Amp Damage [shields]
14. On Action Skill End, Damage taken is reduced by 15% for a short time [shields]
15. Action Skill End, kills increase cooldown rate by 30% [weapons & shields]
16. On Action Skill End, gain 10% bonus >Element< Damage with Weapons for 10 seconds [grenades & shields]
17. On Grenade Thrown, Weapon, Grenade, and Action Skill Damage are increased by 20% for 6 seconds [grenades]

CHARACTER SPECIFIC ANOINTS- Reduced by alot (Characters only get 3 specific anoints)

  • GUNNER - SHOULD BE ABLE TO HOLD ACTION SKILL BUTTON TO TRIGGER AUTO BEAR (without jumping in and out)
  1. After exiting Iron Bear, gain 30% bonus incendiary damage [weapons] (Better than ASE Elemental Anoint)
  2. On Action Skill End, Splash Damage is increased by 60% for a short time [weapons] (Can be used with other characters)
  3. While Iron Bear is active, Action Skill Damage damage is increased by 40% [weapons]
  4. Action Skill End, gain 50% increased shields and health for 25 seconds [shields] (Can be used with other characters)
  • SIREN
  1. After using any Siren Skill, deal 30% bonus shock damage [weapons] (Better than ASE Elemental Anoint)
  2. While Grasp is active, Weapon charge time is decreased by 20% / Weapon Damage is increased by 40% [weapons] (Better than ASA Universal anointment)
  3. On Action Skill End, Weapon Status Effect Damage & Chance are increased by 50% for a short time [weapons] (Can be used with other characters)
  4. On Action Skill End, Melee Damage is increased by 50% for a short time [shields] (Can be used with other characters)
  • BEASTMASTER
  1. Gamma Burst Active, gain 30% bonus radiation damage [weapons] (Slightly inferior to URad Anointment but use without Front Loader)
  2. Enemies damaged by Rakk Attack! take 40% increased damage for a short time [weapons] (Better than ASE Universal anointment)
  3. After using Attack Command, gain 30% lifesteal for a short time [weapons] (Better than ASE Universal anointment)
  4. While crouched gain 30% critical hit damage [shields] (Can be used with other characters)
  • OPERATOR
  1. While Sentinel is active, gain 30% bonus cryo damage [weapons] (Better than ASE Elemental Anoint)
  2. After swapping places with your Digi-Clone, Weapon Damage is increased by 40% for a short time [weapons] (Better than ASA Universal Anoint)
  3. While Barrier is active, Accuracy is increased by 50%, and Critical Hit damage is increased by 25% [weapons]
  4. While any Operator Skill Active, Movespeed is increased by 15% / Damage taken is reduced by 15% for a short time [shields]

TERROR ANOINTS
Terror anoints are legitimately so inferior to any of the main game anoints that using them is a step down. I really wanted to try a Terror Build but aside from ammo regen there is just nothing to incentivize using them for alot of characters. Since these anoints are dependent on the terror status, it would make sense that they have the capacity to be slightly better than alot of the other anoints. For this reason, with max terror, the perks from the anoints could be 10%, 20% and 30% boosts per stack of terror.

In keeping with making them small perks, the Terror anoints will be offer different perks from the other anoints but still viable.

Since Mayhem 3 with these fixes has Terror Skulls as a modifier, this would increase the usage of Terror Builds outside of events and apply Terror anoints.

TERROR ANOINTMENTS

  1. While Terrified, gain increased crit damage, reload speed and fire rate. The more Terror you have, the higher the bonus. Up to 30% (10%, 20%, 30%)

  2. While Terrified, gain ammo regeneration. The more Terror you have, the higher the bonus

  3. While Terrified, gain health regeneration. The more Terror you have, the higher the bonus

  4. While Terrified, deal 50% bonus cryo damage

  5. While Terrified, reducing all incoming damage by a small amount and enemy bullets have a chance to reflect off of you. The more Terror you have, the higher the bonus. Up to 30% (10%, 20%, 30%)

  6. On Action Skill End, apply Terror to yourself every 3 seconds for the next 18 seconds

  7. Melee Attacks have a 50% chance to apply Terror to yourself

  8. While Terrified, After Phasegrasping an enemy, Amara fires Terror skulls at the grasped target

  9. While Terrified, After Using Attack Command, Fl4K’s Pet gains 100% bonus incendiary damage for a short time

  10. While Terrified, When SNTNL is active, SNTNL gains 50% lifesteal while you are affected by Terror

  11. While Terrified, After exiting Iron Bear, create a nova that deals cryo damage

Anyway, I had to get this written up just to see if others feel the same.

I came up with a better solution I quit playing the game got a ps now account and started playing rush 2 damm good game don’t know how many games they have but it better than fist fighting anointment and mayhem 2 crap and everything else gbx refuse to fix .

I don’t think rolling back mayhem is realistic at this point, but I do think that outside of addressing bugs (crashes and constant audio glitches) buffing base game guns to catch up with DLC and just cleaning up the annointment pool would be huge.

Get rid of all of the class specific annoints (every iron bear weapon…really!!!), and fix the algorithm so that you don’t get useless annoints like on ASS Shield break for a shield with no break effect, etc.

If all of characters could use annointments (at least to some degree) and there weren’t so many useless ones then I think people would be much happier. At least I would.

I personally don’t think power creep is such a big deal, but I also have all of the DLC so I still have plenty of options. It is a little frustrating to farm base game bosses and just have tons of useless legendary drops so if they buffed more OG guns to be mayhem viable I think that would be cool.

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I begrudgingly agree that rolling back mayhem is probably out off the table now for sure. I really think that GB thought it was going to be something that it didn’t end up being. Going through the Mayhem levels one by one was not like the OP levels of BL2 and it just was not well thought out.

I do think the Anointments could still be altered though.

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