if u know how to use skill tree( allocate skill point), u can kill/melt any NPC before they killed u, basically, it’s not hard to melt them if u know skill tree system and the properties of the brand u are using.
of course, u are not superman, u can melt them but they can kill u too, but as above, FFLY can pick u up. just learning how to allocate poin on skill tree.
one hints is trying to add full in the upper part of skill tree, selecting to add any points in middle, last part should be added full , but all depending what style and weapon u are using. stick to this basic rule,u will find it’s not hard to survive and melt NPC and boss in the game
oh shut up can you melt them with magnificent? it is the guns that melt stuff
what you are saying is not a solution using the highest ttk setup to not deal with the inane amount of damage you take is not a solution to the problem. hurr durr everyone can use monarch and lightshow and plow the game it does not change the fact that enemies do more than twice as much dmg as they are supposed to do. it is called bad game design.
They got spoiled by Gearbox not having a stance and choosing to comply to people who want an easy game that allows for a walk in the park one shot everything.
Mayhem mode isn’t a difficulty setting, it just multiplies enemies’ health by ridiculous amounts and adds some bothersome modifiers to annoy (some say improve ) your experience. It isn’t as much difficult as it is a ammo draining, needless bullet-sponging slog. There are better ways to make this game harder (one of them is actually in both Maliwan and Guardian takedowns) and Gearbox just went with the laziest.
I wouldn’t have a problem with enemies hitting 2x or 3x harder (I think that’s the scaling between M0 and M10, I wouldn’t know, as I don’t do M10). But if people have to hit them 20x or 30x harder in return, I can totally get their frustration. Nobody should have to empty 2 magazines of top gear on a tink no matter how unbalanced their build is have them use their M10 peashotter on you twice to finish you.
It’s literally the point of this thread. Enemies were not supposed to do M10 levels of damage. Something that Gearbox has acknowledged long ago, but it’s yet to come with a solution.
I’m sorry, I thought it was obvious. The True Takedown modifier. If you’re solo (chances are most people are, as matchmaking is dead and splitscreen takes a year to optimize) it let’s you experience the takedown as if there were 4 people playing. More enemies, only 2x or 3x more health, they hit harder and the rewards are proportionally larger. It’s perfect! Surely there’s a difficulty modifier that could be built from there. Not some grossly exaggerated health multipliers with a few random bits of elemental fireworks that clutter your screen instead of enhancing the experience.
So m10 is harder than m0 but its not a difficulty slider because the enemies aren’t supposed to hit hard because all the beautiful lights are too much for the eyes?
True takedown is the dopest because it’s only 2-3 times harder and everything doesn’t kill you?
Got it! I finally understand! MAYHEM 10 is supposed to be relaxing and bullets should only damage my 146,000 shield a little bit because mayhem isn’t a difficulty setting. Enemies should just take it and not give it.
Again, spot on. Far better than what we have now don’t you agree?
You have a 146000 shield??
And again, missed the point of this thread. Gearbox acknowledged the issue as it wasn’t supposed to happen, as Mayhem 2.0 ‘difficulty’ comes from enemies having more health, thus taking people more time to deal with them, thus having more chances of, as you stated, getting overwhelmed. And all of this while dodging the unnecessary beautiful lights that indeed hurt my eyes, and surely others’ too. Good day.
Yes, and that’s before the anoint that gives +75% for 25 seconds.
I only wanted to ask why enemies shouldn’t hit hard then you started bringing up colors and that I don’t understand what difficulty means. What was the point of the thread? Enemy life, colors, or whether or not they should hold strong weapons? Now go look at what I asked about. Only, why shouldn’t they hit hard?
I can agree with that, except for the part about modifiers, they’re more annoying than difficult, but I agree its easier if you don’t have to worry about a million stupid affects going off, while trying to do damage/stay alive.
but I never actually got to m10, well i missed around for a while with my m0 gear w moze, but I never even noticed they were doing more damage. I dodged and one hit kill myself so often with splash, I didn’t even think I shouldn’t be dying that fast from enemies.
dude seriously the points already been made, whether you think they should hit harder or not, the original description of mayhem mode was that enemies would do NO scaled damage.
The difference in damage was supposed to come from the increased number of badasses only.
That’s a fine response. Thanks. Now I know why they shouldn’t hit harder. There should only be more of them.
That makes sense. Question asked and answered.
I see a lot of going back and forth about either scaling up shields or scaling down enemy damage.
Why don’t we do this the right way and:
remove the entirety of Mayhem scaling altogether, both for VHs and for enemies;
remove the anointment system as it presently stands.
At that point, there is a baseline damage ceiling that could be established for each of the VHs. Then you can revamp the health, shields, and armor scaling that exist in the game and reduce those multipliers from where they presently stand at M10. Then you re-introduce anointments that add a small amount of damage or benefits to weapons.
At that point, feel free to add back in Mayhem modifiers that: equip enemies with only legendary weapons; make enemies move faster; make enemies deal more damage; whatever you want or think would be interesting from a dev or player standpoint.
Basically, undo most of the Mayhem scaling work done, and do this in a more logical and scaled way.
This is actually when they broke enemy damage scaling. Not sure if the enemies are getting their guns from the same pool as the chests and vendors or what exactly happened, but ever since they ‘fixed’ that they broke the other.
I’m ok with enemies hitting harder at higher Mayhem levels, but the current state is a tad absurd. And self damage is a problem as well, but that’s in another thread.
As suggested here and elsewhere, having a true takedown mode for the entire game would be a possible solution. Take away the enemy’s m10 damage and instead let people turn on 4 player mode to increase the difficulty.
Maybe not the most elegant solution, but it would have my vote.
This actually makes some sense. Which is why it won’t happen LOL. We effectively had this for a while with BL2 with the Hyperius and Master Gee gate glitch. This was how you could tell whether a weapon was top tier (or not LOL) in BL2. We know this can exist, it’s just a function of HOW it exists.
who are you talking about lol i used to do permadeath runs in bl2 just because… i would play jacobs only siren (which was one of the toughest allegiance runs) since maya has no jacobs branded com and bunch of self made challenges like blue rarity only gear vs 100% vanilla at op8 (there was no op10 back then but it was still viable in op10)
stop excusing ■■■■■■ oversight in game as a difficulty modifier, enemies were never meant to hold mayhem leveled guns and only reason why people are not complaining is because every character has massive life or shield steal abbilities which made a game dogshit to begin with. there are better ways to do difficulty then “your shield and health” do not matter just use life steal to be above healthgate. take away sustainment from amara or salvation from zane and see how “there is no problem” with m10 damage . end of the story is enemies hit more than two times harder than they were designed to and it only applies to gun enemies which makes all other sources of damage seemingly unthreatening. i knew gbx already screwed up back in the release days when i saw how much life steal was there in game through skills or anointments and right now we are ripping what was sawn. a lifesteal filled anointment damage simulator. so no dear entitled vampire i do not like an easy game but i like a proper challenge not the “haha values on your shield don matter cuz million dmg inc haha”
oh and don get me started on ASS stop gap being a thing
Well with Maya having pretty decent healing skills, it’s not gonna be too hard with Maya especially because you also have phaselock.
and blue rarity weapons are pretty good in BL2.
The only reason that I’m guessing that they haven’t fixed mayhem damage yet is because everything else is easy, you can easily one shot enemies yourself, so it’s a battle for who gets the first kill.
I was also looking at the patches for what GBX said on the enemy mayhem damage and they did say that it was not intended but they are monitoring what’s going on right now, it’s like a side effect that’s not harmful in a serious way that you can’t play because of it.
It’s a problem as it is right now, again, GBX doesn’t have a stance on the game right now, they are being too manipulated by people who don’t understand the definition of difficulty and want a walk in the park, I’ll continue saying this because of the simple facts that: 1. Several times I submitted bug reports/feedback and they had a standard reply that they want to see what the community thinks about it. 2. they made so many things overpowered in the game that it’s just not fun playing anymore…
Also ASS stop gap is not super important but it’s something decent at least for FL4K with Rakk Attack, there’s also ASS Snow Heart/Snowshoes. But there are more shields, and yes, I do understand that without any type of healing you’re not gonna be surviving for long even if you do the most dodging and killing, but there must be some kind of difficulty in the game if everything can one shot each other.
Don’t know where you got the impression of me being entitled.