What happened to no modifier mode?

If peoples suspicions come to fruition the new game mode may be no mayhem modifier mode. You may only just have have to drop some bucks to experience it I believe.

I hope so, because Mayhem mode while fun is for its whackiness, a lot of us want to hsve the option to play classic Borderlands

I mean if they’re not going to give us UVHM they can at least give is fully customizable game difficulty.

It can only make the game more fun.

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I am also in that spot where I find low mayhem levels a bit too easy, but dislike nearly all the modifiers at higher levels.

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Which means you care some, for the new gear.

I agree. Although I haven’t played higher Mayhem levels yet, I can see that it can become tiring. Sometimes you just want to have some classic Borderlands fun with scaling way up high without the wackiness of the modifiers.

Just adding the option to remove modifiers for Mayhem levels (and maybe reducing rewards if you do?) would make the game much more fun in the endgame.

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LOL, to make M1 challenging you have to not use any kind of legendary, don’t use your AS or no points in anything that increases its damage, disable guardian rank, and can not use some purples as well. Or make a completely useless build, like no synergy between gear, AS and anointment.

Maybe… when I read rants on here that say that only a few weapons in the game are viable, they’re almost all viable at M1. When I read rants on here that there’s no build variety, most builds will work at M1. When I read on here that grenades don’t work, most of them will at M1. When I read rants on here that the Golden Chest is useless, rolling straight out of it at M1 works.

I’m not saying the game’s difficulty setup is great (would love some changes myself), I’m saying that you can avoid the Mayhem Modifiers at M1 and adjust the difficulty to what you like by using weak gear. This won’t be everyone’s cup of tea, but it does get the Mayhem out of one’s game while leaving the difficulty.

I went at Krieg’s DLC with Amara, built for melee but using a Fearmonger (level 53 thing from the last drop I had), Two Time, and a Short Stick (both MM10, level 65 things), Spark Plug relic, Nova Berner shield, and some corrosive Vladof AoE grenade that I found in a vending machine that I wanted to try. (She’s got a Face Puncher dedicated to the first slot, but I wanted a challenge.) She had Downfall for her action skill. It was challenging enough that I went back to Sanctuary and grabbed a different set of Hyperion gear to take the edge off (grabbed a Predatory Lending, Iceburger, and Woodblocker and had a blast).

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We get what you’re saying, but you’re missing the point.

There is absolutely NO NEED for Mayhem mode to have to include the modification.

It’ just a numbers game. Gearbox can make Mayhem mode go up to level 100 if they’re only increasing health/shields/armor. It’s the modifiers that make things tricky.

Also, like others said that option to just use Mayhem 1-4 doesn’t work. You still have to deal with the modifiers and you’re only using the modifiers that least annoy you. The point we’re making is we shouldn’t have to put up with modifiers at all.

Gearbox should separate the modifiers from Mayhem mode. There’s been post asking for this dating back since September 2019, THAT’S A WHOLE YEAR AGO. And Gearbox done nothing to address this.

The best we have is the reroll feature which is Gearbox’s way of saying “we know some modifiers are annoying, so instead of giving you the ability to choose them or remove them, here’s a button so you can gamble on how fun your play experience will be. Keep pressing it till it’s the least annoying of the options”. That’s a freaking slap in the face to the fans of the game, and I’m not going to downplay it.

Honestly, when you think about it the concept of Mayhem mode was terrible, especially some of the modifers. Like whose idea was it to have modifiers that reduce crit by 75% or disabling FFYL, something FL4K and Moze both have skills that depend on this. This is to say nothing of them when multiple modifiers are up.

I want to think deep down Gearbox cares, I truly do. But they done nothing to address this, no comment, nothing! They’re dancing around the issue, and they’re not even subtle about it.

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My issue with modifiers is the range of difficulty found in hard and medium modifiers and how there is no freedom to pick and choose to create a difficulty for you. Let’s face is most of the time simply increases HP, shields or, armor doesn’t actually make the game “harder”. You don’t normally haft to play better because of chunkier enemies you simply haft to select better items or set ups and then execute them. There are some instances where enemies that are very aggressive having high HP makes them more threatening but once you have the right set up that is usually not an issue.
You could argue know what weapon to use where and when dose make the game harder but that knowledge isn’t exactly difficult to figure out.

Much of the danger comes from managing threats and staying alive while killing things. That is why Mayhem mods make the game more challenging. There are a new set of rules and threats to account for. This is why I think more enemy variety is why the base game needs. Right now without modifiers M10 is just a numbers game.That is part of the reason several of the old weapon class modifiers where binned. They were just boring buffs and debuffs that said “hey don’t use this weapon”. Which is in essence where Mayhem 10 as a whole is right now.

This is personally why I don’t think the continued escalation of enemy heal values and buffing guns to compete is healthy for the long term experience upon re visits or re leveling. If people want to play without modifiers I think they should be allowed to. But I also think Mayhem mode should be just modifiers they should work on creating a balanced base difficulty at maximum level instead of having m0 he a ROFL stomp and Mayhem 10 being gun meta mode.

That is my take on Mayhem mode atleast. At minimum the system is better then it was at launch where it was flat and un interesting. I do however agree they need to do something to make both balance the system and let people enjoy a challange without some of the frustrating quarks and bugs Mayhem mode comes with.

…been an advocate for this myself (specifically, having it set up like the Mutator Arena from TPS). This is just a work around if someone wants to enjoy the game at a difficulty they like until/unless Gearbox actually alters the current Mayhem system.

I’ve always thought that a hypothetical modifier I could definitely live with would be a “call in reinforcements” modifier. Where in occasionally, after you kill a mob, they drop a transponder that warps in 2-3 badasses of their type/faction. They could pretty much rip the code for it out of the Cartel event heh (speaking of which, make that event permanent Gearbox!)

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A debug mode would be fun.

A big arena where you can spawn in enemies and test out your weapons, that’d be lovely.

But back to Mayhem mode, I do agree. There are some parts of it I like. What I don’t get is why put in the reroll feature at all? Why not just allow us to choose the modifiers. Some modifiers work great for Vault Hunters, where as others cripple them terribly.

Like I enjoy Mayhem mode when I just want to run around and gun for a couple minutes. But when I’m testing a weapon or playing the story, I want to get in the zone. Kind of hard to emerse myself with the whacky stuff from Mayhem mode going on.

Looking at Borderlands 3 code it would actually be very simply to input a slider that raises or lower Health/Sheilds/Armor of all enemies in the game, without Mayhem mode. I’m no extreme expert (yet) but it seems Mayhem mode is already detached. All they’d need to do is change the relay file it draws from, which is the output the player gives in game. Or even simpler, just make a new mode entirely, independent from Mayhem mode. Just hard copy Mayhem mode over without the modifiers, give it an output to relay from in-game, and done.