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I hope though that one day they might rethink the modifiers and replace the ones that have direct impact on builds.
It would be really nice if we could just select the modifiers (bonus for saving selections in a favorite-list). That would be minimal work as it is only a selection from an already existing list of options.
Heck, why not make it so we can also select MORE options than required for a specific mayhem level (with some extra increase for drops)? Some people would sure want that too.
The thing thatreally defines Mayhem for me so far is the mayhem it caused cause it is so unbalanced and broken.
To the people claiming this is a bad idea:
Try coming up with an actual argument for once.
If you have a built around elemental-damage focused on fire - what do you do when fire-immunity comes up? Right - re-roll.
If you are going for a robot-infested area and corrosion-immunity? Re-Roll.
The current system is just an annoyance to boreline broken.
Doesn't TVHM influence the base value the Mayhem modifiers act on? So, 200% more loot on TVHM is better than on normal mode. At Mayhem level 5, with 1000% the benefits of TVHM should be even more noticeable. And so forth.
Overall, I'm of the opinion that any build overly dependent on a single strategy/weapon is a bad build, and modifiers that make some enemies hard counter them are good, especially on the harder difficulties, where you should need a well made build to compete.
As far as I understand, all TVHM does is increase the spawn rate of badass, anointed, and loot enemies. That kind of gives better drop rates, because those enemy types have good drop rates, and kind of makes it harder because those enemies are harder than your average enemy, but doesn't change anything for something like boss farming.
Thanks. It's quite unfortunate. I always liked the idea of a second playthrough (but not a third one). But in BL3 that does seems to have been made meaningless.
It is about I do not like to reroll the modifiers when I want to switch to a different weapons. And a lot of the modifiers make part of my weaponary useless or at least severely handicapped.
That is not to mentioned stupid big heads and few other that are just annoying.
Its on them then, if all the modifiers arent balance how is it the players fault? OFC we're gonna use whats the best for our builds (Also its a lot easier to gear up in destiny than in borderlands, especially right now with a broken M10 and 90% of weapons are useless), build and weapon choice are limited right now so i dont see why its a problem to choose the modifiers, its not like anybody is gonna use the modifier that increase grenade dmg in m10 when they're not even scaled up yet ....
The current system does offer meaningful choice. It gives you the option to reroll or stick with what you have. It's unknown how long it would take to reroll for something better, but you can make some informed guesses as to whether its better to reroll or just stick with what you have. So you can't just immediately calculate what the 'correct' choice is, but you aren't making blind decisions either. It's by no means perfect, but it's a simple system that achieves the goals it set out to do.
Now, compare to directly choosing your modifiers. A 'correct' choice can easily be determined, and it's a fairly trivial choice. So it needs some further work. They could just remove the obviously 'incorrect' choices, but that's just cutting content to justify a change. They could try to rebalance modifiers so the obviously correct ones are harsher while the obviously incorrect ones are less punishing. While this is something that should come anyways, it also won't fully address the issue created by the change, only make the correct and incorrect decisions less immediately obvious. They could rework the mayhem reward drops to be attached to the modifiers, rather than to mayhem levels, with more difficult modifiers granting higher loot drop chances than others. This is basically the Destiny nightfall route, and like Destiny, it'd probably work for a short while, but it's weaknesses would show with time. So how could it surpass Destiny's solution? Continual variety. Something like a system that calculates how often certain modifiers are used and rebalances their scores based on that. Or even easier, just have a selection of modifiers that get their drop rate doubled, and which modifiers are selected changes every week. It still has a calculable solution, but it shakes things up enough that its not easy to find, and encourages usage of all the modifiers without forcing them.
So here's a solution for which manually selecting modifiers matches the reroll in providing meaningful choice and encouraging a diverse use of modifiers, but it's also a vastly more complex system. Those who really want a specific set of modifiers get things more convenient, at the cost of feeling like they're missing out. It does make it feel better than some modifiers are way more challenging than others of the same difficulty, but that's something that should probably be addressed separately.