They should have just called it “300% damage to the first 10% of an enemy’s full health” and based the rest of it off of that. Players could easily figure out in natural gameplay if “health” involved shields or armor. It would have made a lot more sense to the playerbase and avoided all the crying after it was “fixed” after the fact.
Exactly, further more it’s existence is proof. Enough how bad the game is atm
Fixt
We totally agree on the fact the lack of any kind of testing really create stupid situation
Okay so you saw an annointement that did x4 damage nearly without condition while most annointement do less and are more stringent and you thought : That’s normal, totally intended…
Seriously, the whole forum was lit with topic about this annointement when it came out and people were all aware is was unintended.
The fact GB release a broke ass game with broke ass patch, never tested, never working is another topic all together, but crying over super OP thing getting nerf make as little sense as GB not upping the trash talent/gun
Not trying to single you out here, but I think what a lot of people are forgetting is logistics.
If Borderlands were PC-only, we might see an entirely different update cadence. But it’s multiplatform, which means Gearbox have to deal with Sony and Microsoft certification on patches. This is not a simple affair. As far as I’m aware, it’s not that much better a process than it was a decade ago. I still see horror stories from indie developers on social media (about the actual process itself, that AA and AAA will still have to follow - it’s the same pain for all developers, essentially).
A big thing about QA is people assume that if something has bugs, it wasn’t QA’d. This is usually never the case.
If a product still keeps coming out with poor behaviour, patch after patch? That does indicate a problem. But it’s not “five minutes of QA”. It’s likely structural, and I can’t even guess at how far that kind of a problem could go. The developers could be being rushed. QA could be out of sync with development (again, not a fault of QA or even development). Management simply might not care. There’s no way of knowing.
However, none of that excuses people arguably misrepresenting a bugfix as a nerf. Being upset that the fix weakens it? I get that. But that’s just upset. It should be understandable to say that this was a fix, and that the previous behaviour was unintentional. When people start to refuse to accept this and rail against Gearbox regardless, is when we have a problem (and there’s evidence of that).
It’s fine to hold Gearbox to account. But, in my opinion, we’ve got to hold ourselves to some kind of standard as well.
Gearbox has ALWAYS been vague in their communications to us players. Good thing actions speak louder than words. They are not cryptic and decieving.
Some classes relied heavily on that annoint just to be competitive.
Moze with her average damage output has very little alternative. Splash boost with constant enter/exit IB spam (holy hell it’s anoying), ■■■■■■ 2 mag incindiery. Consecutive hits one being pretty much a must now.
To be quite frank nerfing Cartel weapons and 300/90 annoint hit Moze WAY harder than any other VH. Now the only really competitive build is launcher one. And yeah I’m sure everyone want to play as Launcher spammer…
Honestly, if this game had ANY semblance of balance, anointments wouldnt even be needed.
BINGO!!! That sums it up. They have done minimal testing to this point. They started testing a little recently and that’s why you’ll see further delays in the future. At this point I think they are just throwing things at the wall and see what sticks in terms of development. NO direction from up top. Such a shame. Really is.
Im glad the stupid quad damage is gone.
It fkin killed all semblence of balance.
I say 200% weapon damage should be the limit. 100% of an element is always better anyways.
But hell as if Amara wasnt strong enough already. The whole games balanced around her…devs probably using vanquisher spiritual driver snowdrift n slide killing ppl with her n says
Well this patch is complete.
Anyways i hate anointments. Mayhem 2.0 and anoints ruins the game imho
thats why i dont even play 3 right now , first they nerf my crossroad , then airborne annoint…
i feel like they think indirectly taking things away can cause people to play(farm) , but in reality pretty much everyone hated it as u can see how many people ask for drops across all borderlands games (atleast on console), although previously it wasnt even as bad of a grind .
well I agree with the overall principle, but I’m also finding it quite hard to reconcile the statement that these two items in particular were not performing as intended and the idea that they did any form of QA at all. For reference I get where the issue with the Sandhawk may have slipped through as stability issues are another kettle of fish. To a certain extent also the YC (although I’m more sceptical there) as the issue was more situational. But I simply cannot see how they could miss the fact that the 300/90 didn’t treat the health+armor+shield as “health” in general and only applied to the bottom bar. I don’t see how that could possibly escape attention. The same goes for the Kaoson. The damage numbers are easy to quantify, so a simple damage test would have exposed this particular issue the first time they pulled the trigger. I can’t see any other conclusion than that they just went by the numbers and didn’t do any testing at all? Either that or they did work as intended but then they had second thoughts after watching their performance over time. But tested and missed those glaringly obvious discrepancies? Sorry, can’t see it.
I saw an anointment in the game and didn’t feel I needed to second-guess the devs’ motives. Silly me I guess but I don’t think it’s my job to ask “are you sure?” whenever anything is introduced.
There are times when the 200% while AS active is better than the 300/90, given that Zane can have his skill up almost constantly. Should I be asking whether that’s worth keeping too?
I agree this anointment was far too powerful. There were too many situations in the game its limitations could be bypassed, and its effectively passive, unlike other anointments out there.
The problem is, this anointment was one of the few props holding up the ridiculous +12500% M10 health levels. Lots of weapons which wouldn’t otherwise have been viable at M10, were made decent because of this anointment. Basically every vanilla weapon which people were claiming were ‘viable’ at M10 was being carried by this - snipers, slug shotguns, torgue weaponry etc. Right now, while M10 health levels have been brought down, this is effectively meaningless in view of this nerf, and I believe the pool of viable weapons has in fact shrunk since the last patch. Which totally defeats whatever objective GB was trying to achieve.
What I would have done would be to reduce it to +200%. If GB was gonna enforce such a hefty nerf to it, then the Mayhem scaling should have been adjusted accordingly - +10000% is still far too crippling to gear diversity (evident by the fact that none of the ‘buffed’ SMGs are M10 viable) - and reduced the values to +6000% at M10.
Fun was detected, and has subsequently been eliminated.
Moze work super well in deathless build with the 150% radiation
Moze work super well with splash damage build
Moze work super well with consecutive hit annointement
Moze actually work very well with the new airborn annointement (for weapon that massively benefit from accuracy)
300/90 was meant to be use with OS build, not as a band air giving a free x4 damage. Any class work with x4 damage
Moze Mindsweeper build (very OP) with bottomless mag best anointment is IB 125 fire. With mag above 25, you can maintain IB 125 fire indefinitely after spam IB once.
Bloodletter deathless best anointment 50/150 rad.
300/90 not required.
Amara and Flak almost build around ASE 50 (now 100! elem), ASE 100 dmg, siren ASE 75 rad (now 130!), best 1CH.
300/90 not required.
Zane best anointment is Sntnl 100 cryo. ASA 200 is big in number but small in mathematics compared to Sntnl 100.
300/90 not required.
Conclusion, 300/90 bug is fun while is last but not really required.
Guardian Takedown is intended to be very hard for initial release to challenge streamers. The difficulty will come down once streamer charade is over.
Take a break from B3 if that would help.
Just game, relax.
Amara & Flak is going to replace the ASEE100 with the ASE100
The siren ASE 130 is currently buggy and doesn’t give the values as shown.
Though nerfed, Koason Sandhawk still has an ASE splash 125% to 200%.
It’s only damage, but it will make up for the nerfed damage.
Wait, what?
How many anointments in this game don’t do what the text says they do? Or how about the pages upon pages of hidden stats and effects?
Effects not being properly explained in game is the norm not the exception. And I think it’s absurd to expect people to be able to tell what they actually facked up from what they just never bothered to explained correctly.