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i see, thanks.
I'll keep that in mind, thanks.
This will change however with the upcoming Mayhem Mode overhaul where they will add a separate section in your ECHO UI to switch Mayhem level on the fly and there would be 10 mayhem levels now, different from current 4.
The only point in TVHM is that it can be reset in case you want to acquire certain quest item/reward again, as people did in BL2 - for example getting another Sandhawk or Grog Nozzle when they reach another OP level.
But considering the power of legendary items and the fact that compared to previous entries in the series, BL3 is raining legendaries everywhere, that's pretty pointless and quest rewards are kind of pointless in "endgame".
In BL2 TVHM you could at least get new enemy subtypes and looks, like Plagued Rat, Heavy Nomad, Juggernaut, Armored Psycho, etc... I didn't notice anything like that in BL3, are there any new enemy variants?
I'm not even sure why TVHM is it there, they should've just made Normal mode to be the standard without any toggable modifiers, and instead move/merge Mayhem to/with TVHM and have two modes:
Normal with static zone/mission/enemy levels, no modifiers, non resettable
Mayhem with automatic scaling, adjustable difficulty/modifiers and resettable, or better yet, ditch the typical mission system in this mode, and have it work like Diablo III adventure mode.
Mayhem 1 is +15% Health, +25% Shield, +25% Armor. Mayhem 2 is +50% Health, +75% Shield, +75% Armor. Mayhem 3 still easy mode at +150% Health, +200% Shield +200% Armor.
Where as Mayhem 4 is +850% Health, +1000% Shield, +1000% Armor.
Now add on TVHM changes of boosted health and drops, you get the numbers of TVHM = NVHM+Mayhem 2. So, a minor change even if set it to Mayhem 4 on TVHM.
But who really wants to stay in Normal Mode? TVHM still offers more challenge, loot and is honestly more fun imho. They really should have level locked Normal Mode to not being able to get Mayhem so no scaling, as they did in all the previous games.
One other thing I forgot is that TVHM has different (from Normal mode) effectiveness percentage of elemental damage versus Health (red), Armor (yellow) and Shield (blue).
Hopefully Mayhem v2.0 will be much better and this practice of locking some loot behind certain mode would go away.
Both Mayhem 4 and UVHM back in BL2 were designed around having a team to overcome the greatest challenges.
in both games you can indeed play these modes solo with a good build / good items but not having anyone able to revive you mean you die a lot if you are not prepared / not well geared.
Have to say I felt Mayhem 4 easier than the digistruct peak in BL2, this thing was brutal in the highest difficulty levels.
other than that, tvhm has a lot more badasses and anointed all over the place, thats the loot part, not "better" loot, but "more" loot.
Mayhem 2.0 will be adding new mayhem levels. Your weapons aren't going to scale at all. The drops for that Mayhem level well.
So, if you're playing Mayhem level 5, you'll get loot that is buffed to Mayhem 5. If you play Mayhem 10, the loot will drop at Mayhem level 10.
You won't be taking a Mayhem level 2 weapon into Mayhem level 10 and it scaling to Mayhem 10, it will still Mayhem level 2.
But the reverse is there as well. If you have a Mayhem level 10 weapon, it's bonuses will not work unless in Mayhem 10.
So yes, difficulty exclusive loot.
What I meant by exclusive loot is that right now certain legendaries (although not many) can only drop on M4. Sort of like seraph crystals and certain class mods being restricted to UVHM and/or level 61+ in BL2.
What I hope, for example, that there would be no such restrictions and all loot would be dropping on all difficulties, but the only thing you get in M1-M10 is better stats.
if it is like op levels then it is garbage imho. farm gun xy. breeze through op x. farm gun xy+1. breze through op x+1 etc.