There’s another thread like this one in the BL2 section so I’ll just copy paste what I said there.
BL1 drop rates/mechanics: This was something that I’ve always missed from the first game and I’d love if it could make a return. This isn’t to say that we can’t have the BL2 method in which individual bosses have a higher chance to drop specific legendaries, in fact I think that move was a good one, but the way they seemed to work in the first game gave plausibility to killing random grunt enemies and opening just about any container in order to find good loot that we just don’t see in BL2 or even the Pre Sequel. Not to mention how the pay off for finally bringing down Craw Sr. showered us with legendaries whereas future raid bosses would only be seen as generous if we even got one. It wasn’t a perfect system and could use some work, after all most of the legendaries that I got from Craw Sr. were equalizers and volcanoes, but at least seeing that brief shower of orange and purple weapons made it seem like I actually got a worthwhile reward for such a grueling fight.
Manufacturer vending machines: This was something that was going to be a part of BL2 but sadly got cut and after seeing the Torgue Machine in it’s respective add on, I’d also love it if we got the rest of them in. At first I thought they’d work best with special currency but when I realize just how worthless money is across all of the games, maybe being able to buy blues/purples or even an orange item of the day from these machines with ingame money wouldn’t be the worst thing in the world. It’d certainly give players a good reason to spend money and thus be a little more careful with it by not playing so recklessly that they die constantly.
Return of the Grinder: A lot of people believe that the Grinder is an awful thing that damages the game somehow but I say phooey to that, I freaking love the thing and everything about it. Turning items you wouldn’t even look at into something worth while is a clever idea and being able to use the special currency that you’d previously only use for storage deck upgrades or raid bosses for even better loot is the icing on the cake.
TPS style scaling/buffs: If there’s another thing that the Pre Sequel got so right that it nearly hurt, it was how it handled enemy scaling, UVHM buffs, and general difficulty. BL2’s way of handling difficulty with a scaling system that favored enemies over players and a borderline imposition of slag via enemy health/regen buffs lead to a royal mess of an endgame that outright destroyed previously useful builds and gear - Some enjoy this kind of difficulty but I feel like this heavy handed approach did more harm than good in the long run. TPS’s method, however, proved to be a nigh perfect example of tackling an issue not harder but smarter and the result is an endgame that challenges you without throwing a sizable amount of gear and even game mechanics out the window. I’m not saying that it’s a perfect system that doesn’t need refining but by and large, The Pre Sequel’s method of difficulty and challenge is what all future installments should strive for or at least build off of.
Scaled/resettable TVHM: Adding on to what I said about difficulty, there are a significant amount of people that enjoyed BL2’s somewhat brutal approach to difficulty and there’s an equally significant amount of people that clearly didn’t. We can certainly think of ways to satisfy both parties but one request that was repeatedly brought up in BL2’s prime was a scaled TVHM and when I think about it, I’m inclined to agree with those that say that it’s a good idea - Much of the grievances of UVHM came from the fact that players had to play it if they wanted to level up their characters beyond level 50 and so where more or less stuck. Had this been included from the start, I’d wager that a lot of BL2’s issues that stem from difficulty would be more or less resolved and if this is included in future titles, then those that like a more difficult UVHM can be satisfied while those that don’t are still able to keep playing past level 50. Everybody wins.
Reaching level 50 on the first playthrough: Title says it all. I enjoy playing through Borderlands more than once with the same character but having to do it twice to reach the first level cap and at least once more for each level cap increase tends to leave me feel more than a little burnt out. That’s to say nothing about those that rock multiple builds spanning across multiple Vault Hunters.
Currency exchange: Ever been a chunk or two of Eridium/Moonstone short of an upgrade while sitting on millions of seemingly worthless cash? Yeah me too, and it totally freaking sucks. Being able to turn your standard money into more specialized currency’ll help curb this issue while placing value on an ingame currency that’s in desperate need of it.
Vehicle upgrades: The hand held guns take priority in a Borderlands game but one could be forgiven into thinking that vehicles are anywhere from insignificant to outright useless ingame, having more scenarios in which we can use them for fighting or what not would be nice but that wouldn’t be enough so I had this thought: Wouldn’t it be nice if our cars could enjoy the insane variety that our guns do? Imagine being able to replace the bog standard machine gun with dual chainguns or an elemental laser beam, the boring old rocket launcher into the Nukem’s badass grandma or into a rocket pod that fires salvos of heat seekers that home in at whoever we decide that we hate the most. It could extend to other parts of the car too like a bigger engine for increased speed and boosting capabilities, spiked plows and side mounted chainsaws that can turn anything in front of us into a stain on the sand. Those are the kind of upgrades I want, the kind that can turn ordinary cars into the kinds of monstrosities that make Joe’s Gigahorse look like one of those Fisher Price tricycles.