I agree with pretty much everything here and just wanted to add my two cents about the current state of the meta.
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).
There should be drastic overhauls to two core gameplay elements, Mayhem and Anointments. I’ve detailed my extensive changes below to appease my whiny side. Any thoughts are welcome.
If any of these changes could be implemented it would super incentivize me to come back.
MAYHEM MODE FIX
The Mayhem levels should be changed back to 4 Mayhem levels. Everything is too dependant 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.
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)
- Action Skill is Active 30% gun damage during duration
- Action Skill End 30% gun dmg 12 secs
- Action Skill Start 15% crit
- Action Skill End 15% crit
- Action Skill End 10% life steal
- Action Skill Start grenade damage 10%
- 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
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 - 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)
- After exiting Iron Bear, gain 30% bonus incendiary damage [weapons] (Better than ASE Elemental Anoint)
- On Action Skill End, Splash Damage is increased by 60% for a short time [weapons] (Can be used with other characters)
- While Iron Bear is active, Action Skill Damage damage is increased by 40% [weapons]
- Action Skill End, gain 50% increased shields and health for 25 seconds [shields] (Can be used with other characters)
- After using any Siren Skill, deal 30% bonus shock damage [weapons] (Better than ASE Elemental Anoint)
- While Grasp is active, Weapon charge time is decreased by 20% / Weapon Damage is increased by 40% [weapons] (Better than ASA Universal anointment)
- On Action Skill End, Weapon Status Effect Damage & Chance are increased by 50% for a short time [weapons] (Can be used with other characters)
- On Action Skill End, Melee Damage is increased by 50% for a short time [shields] (Can be used with other characters)
- Gamma Burst Active, gain 30% bonus radiation damage [weapons] (Slightly inferior to URad Anointment but use without Front Loader)
- Enemies damaged by Rakk Attack! take 40% increased damage for a short time [weapons] (Better than ASE Universal anointment)
- After using Attack Command, gain 30% lifesteal for a short time [weapons] (Better than ASE Universal anointment)
- While crouched gain 30% critical hit damage [shields] (Can be used with other characters)
- While Sentinel is active, gain 30% bonus cryo damage [weapons] (Better than ASE Elemental Anoint)
- After swapping places with your Digi-Clone, Weapon Damage is increased by 40% for a short time [weapons] (Better than ASA Universal Anoint)
- While Barrier is active, Accuracy is increased by 50%, and Critical Hit damage is increased by 25% [weapons]
- While any Operator Skill Active, Movespeed is increased by 15% / Damage taken is reduced by 15% for a short time [shields]
Anyway, I had to get this written up just to see if others feel the same.