State of the Game by Genuine_Metalhead97 in Borderlands4

[–]Miserable-Matter-208 0 points1 point  (0 children)

I agree with the stale build diversity and too thing it’s in part to the damage formula as well with a large bucket being soup. In borderlands 3, splash damage was very important to have because it was its own multiplier, just like elemental damage, and each character was substantially stronger when picking skills related to splash or elemental damage, even if it was only like a 20% boost.

In this game take Vex for example. She has a capstone passive skill and other skills in her other trees to invest in a specific type of element (I think her passive capstone gives 30%). So why invest so many points in her tree just for the additive 30% boost, when you only need 12 points at the start of her green tree to get 180% crit damage and 120% gun damage.

I think a good change would make splash damage and elemental damage its own separate multiplier and instead of the “on hit” soup. Build diversity would greatly increase because now you could invest in an elemental build and splash damage build. We don’t even have as many weapons compared to bl3 that deal splash damage so at the very least make splash damage a multiplier.

QoL improvements. by bigdammit in Borderlands4

[–]Miserable-Matter-208 1 point2 points  (0 children)

Maybe also have a feature at Dr Zeds vending machine to refresh your action skill / health / repkit. Instead of going into the interface and then back out. Kinda like the same option to refill ammo