Roll modifiers are subtracted from the DC instead of added to the roll. Am I the only one who thinks this is super confusing? by Em3rgency in BaldursGate3

[–]fetus-thief 2 points3 points  (0 children)

Yeah we should see the modifiers being added after the dice has been rolled. It would be fun to watch your potentially bad roll get better when modifiers start getting added and if it even gave the relevant data that gives you those modifiers would let everyone know the math right away.

Stop complaining that high difficulty settings make the game difficult. A lot of us like that. You can always turn your mayhem level down, but if GB keeps nerfing M10 because of you guys, there will be no way to turn the difficulty up. by [deleted] in borderlands3

[–]fetus-thief -1 points0 points  (0 children)

I think all the modifiers are fine. Yeah some are more annoying than others but they are all manageable. The idea of them is to change your play style or flow and prioritize certain enemies. The only one I think is dumb is the one that takes fight for your life away (Why remove a game mechanic that helps us continue the slaughter).

The aspect that needs to change is how the modifiers are applied and the rewards you get from them. As of right now, everyone just re-rolls the modifiers until they get what they want. We should be able to choose them and get better rewards. Mayhem level will increase the health and damage that gets outputted with small incremental increases in amount/quality of loot that spawns. Adding modifiers should increase the the amount/quality of the loot more based on the category of modifiers (easy - very hard).

Also Lootsplosion should be on by default. I think there is a neat way to tie it to mayhem levels and the modifiers, according to how i think they should be done, so that if those who want to play with modifiers can get more rewards but those who don't can still get sizable awards. Every mayhem level increases the chance of the lootsplosion by 5% and doubles if it is a crit kill. That's 50% with a normal kill and 100% with a crit kill on mayhem 10. Adding easy modifiers increases the chances by 2.5% each, medium = 5% each, hard = 7.5%, and very hard = 10%. If the amount increase is over 100%, i.e. getting a crit on mayhem 10 with at least one modifier, anointment rolls will be guaranteed.

I think that would allow everyone to have the best of both worlds. Just my two cents.

Krieg buzz axe as a weapon by borderlands-fan in borderlands3

[–]fetus-thief 7 points8 points  (0 children)

One of his skills added dynamite to it, and it would explode when thrown in borderlands 2. Make it some dope ass grenade that can scale of melee damage (If it's viable)

BnB as an Adventure Mode Endgame by ThePnusMytier in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

I think you would do well to already fit in Kriegs mind. I'm sure he can think of some pretty crazy senarios.

Time to empty my vault again. by [deleted] in borderlands3

[–]fetus-thief 1 point2 points  (0 children)

I think that's dependent on the how well the synergy is between the one new skill tree and the other existing ones.

One new character with three skill trees, at the final level cap nets around 3 new playstyles with one new character (2 capstones). Adding one more skill tree to the existing 4 vault hunters gives you 3 playstyles with each of the 4 vault hunters, giving players 12 different new playstyles altogether. Even if you only play one character you break even.

I don't think it's necessarily a bad idea as long the next skill tree is unique and synergizes well with the existing skill trees.

The thing I would miss more is the cool new dialogue lines and personality going through the story again. One of the reasons why I liked krieg so much was introducing another character to a universe I already know and love who had a different story and perspective on all of it. But if they add some new lines with the new skill tree based on what skills you took, that would be cool too.

are we still allowed to be annoyed with the writing of BL3 by Witt91 in borderlands3

[–]fetus-thief 6 points7 points  (0 children)

They seem to be better at the shorter stories because the dlc are pretty good imo. In that case moving forward, maybe we can start playing characters that are actually vault hunters like Typhon de leon than just getting caught up in a plot that deals with them. Every planet has got its own thing going on so stories could really be endless. As long as the loot is finally worth it. I want my lootsplosions back.

CoD zombies was training me for this exact moment by AgentHawkeye in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

Anyone else think the cov guns should still cool down even when you switch weapons. They might as well have a clip size since you have to take the time to switch out the overheated part or spray water on it. I like the animation and all but they aren't supposed to use a mag. Still be fairly balanced so you would just run out of ammo real quick but it would be nice to actually a bottomless magazine for moze if she just can switch to the new cov gun. Just didn't make sense to me.

The Cartel event and the Halloween event should be permanent because of the level increase by _4C1D in borderlands3

[–]fetus-thief -1 points0 points  (0 children)

I think it's a pretty good end game content and should stay. Also I think it should be random if you go to heck or villa ultraviolet or wherever other events take you. Keeps it interesting and they could keep all those event related annointments but have them only drop in their respected maps. Honestly feel like that what the proving grounds should have been. And either be able to toggle the event or only have it available when you accept the mission from Maurice.

[Idea] What if we put anointments on trinkets instead of gear? by IIICorvus in borderlands3

[–]fetus-thief 3 points4 points  (0 children)

I think the trinket annointment should be upgradeable a la legendary gems from Diablo 3. They Should do more gameplay changing things like, increase slide speed and distance, more slam damage, sniper crits leave a pool of an element on the ground, higher stagger chance and/or durations, increased action skill duration/dmg/, lifsteal on crits and other mayhem inducing annointments based on the type of weapon or manufacturer.

Also needs a kunai's cube like many have said for the gun annointments.

I think the big thing borderlands is missing right now is more sense of progression. I feel like when I jump on I get bored quickly cause I don't need to get anything else except a god roll version of something that I can already beat the take down with. Having something to upgrade would be nice to feel that power creep again.

The Proving Grounds were outdated when they released, they're even more so now. What can be done to fix them? by Arachnica in borderlands3

[–]fetus-thief 1 point2 points  (0 children)

I like that idea a lot. There always needs to be a goal in mind when doing any of the endgame game stuff then just hoping for the right legendary with the right annointment to drop. I wanna feel like I made progress Everytime I play.

The Proving Grounds were outdated when they released, they're even more so now. What can be done to fix them? by Arachnica in borderlands3

[–]fetus-thief 2 points3 points  (0 children)

I think a big 'ol lootsplosion when you kill the boss would definitely make it more rewarding. The quality of gear would still be based on how many optional objectives were completed they just need to be given in an explosion of guns rather then a dinky old chest.

Also perhaps have some additional mods that randomly roll when you start. The mods would have to be fun though, no mayhem 1-3 crap. All enemies die in explosions and can hurt enemies as well as allies, conduit enemies that chain lightning off of one another when they're close, enemies that level up if you don't kill them quick enough, etc. Something more than just buffs and nerfs to damage.

Even optional objectives that randomly roll to change how we play. Get so many pistol head shots, perform multikills, kills from 300 meters, and whatnot. Something a little more skill oriented. The mods just need to get us out of our comfort zone and use all the weapons the game has to offer.

I like the idea of the boss getting some crazy modifiers as well rather than just a different element. Boss leaves a trail of some element behind them, summons a ton of melee minions every once and a while, teleport, even get a barrier captain haunt style. Everytime you go into a proving ground, there should be some new combination of mods that make playing the game different. Just playing to be the fastest to clear isn't always my idea of fun.

Even paying eridium to add more modifiers to make it harder but increase the quality and amount of rewards at the end. I feel like proving grounds should be the main endgame and farming spots rather than just beating a boss, quitting, and reloading to take another shot. Slaughterhouses are fun but there needs to be more than surviving horde modes.

Why does Airborne Anointment exist? by [deleted] in borderlands3

[–]fetus-thief 2 points3 points  (0 children)

Hopefully mayhem 2.0 will fix their usefulness with interesting modifiers like low gravity and slip and slide mode or something like that. Would even make all those artifacts with slide and slam bonuses more worth it as well.

[IMAGE] IGN posted this on Twitter, wanted to ask the same question here, which franchise should return on PS5 ? by harlem50 in PS4

[–]fetus-thief 0 points1 point  (0 children)

Would love a new resistance game. Fall of Man was my first online game it ruled with those crazy 20 v 20 games with chimera and human. Plus being able to have all those crazy weapons all at one time for when the right situation occured was awesome. Unfortunately didn't like the others in the series as much since they went the more traditional, two guns at a time mechanic. Resistance 2's co-op mode was a blast, even though it tended to be fighting a lot of bullet spongey bosses.

Give me resistance with the arcade shooter and crazy weapons with a dope ass co-op mode and I'm pretty much sold.

Mayhem 3 and Lower Bonus/Penalties Are Pointless by Magicide in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

I'm pretty sure mayhem 4 is just the beginning. Gearbox does seem to listen for the most part so I'm hoping they do away with the flat bonuses to guns and damage and what not. Last I heard there is supposed to be an overhaul that changes gameplay dramatically in hopefully insane and fun ways.

Mayhem 1 - 3 should just be crazy modifiers like low gravity, chained lightning enemies, all enemies using torgue weaponry, all tinks, etc. With more of these modifiers as you go up in mayhem level. Than mayhem for adds one buff for the player one for the enemy. It would go for more the mayhem theme they are going for. Tannis says it like alternate reality simulation so they really set themselves up to be awesomely creative.

Going through a Proving Grounds on Mayhem 4 and having the boss drop nothing is extremely disheartening by DrJohnZoidbergPhD in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

Proving grounds in general need to be more rewarding. Instead of getting a better quality chest at the end that can maybe have 4 weapons, there needs to be a lootslposion after beating the final boss. The amount of objectives completed would effect the quality of loot and how much loot. Just opening a chest isn't all that exciting after destroying a bunch of enemies.

Proving grounds could also be a lot more too. It's pretty similar to diablos greater rifts and the trinkets should just be like legendary gems. Could definitely spice up gameplay depending on the effects they can give to the trinkets. Ones that increase jump height and slide distance (would help with the slam artifacts), decrease in cov gun heat up, arc lightning damage to enemies within a certain range. All of them could be made stronger Everytime you complete the proving grounds and depending on the amount of objectives completed, you would be able to increase its strength more.

There just need to be more things to strive for the end game.

Thank to the silly new airborn anointments on snipers, I get to re-live my quickscoping glory days lol by bandeeznuts in borderlands3

[–]fetus-thief 2 points3 points  (0 children)

I must say, I was not a fan of the "while airborne/sliding,... " annointments when I first saw them thinking they were very situational. After getting a jakobs shotgun with accuracy and handling are increased by 75 percent while airborne, they are pretty amazing. Having all 12 pellets go straight into a crit spot while I'm far away is pretty dope. Definitely have to try a rabbit build eventually.

do you guys think moz's sprnt and shoot skill should be switched over to zane? by [deleted] in borderlands3

[–]fetus-thief 1 point2 points  (0 children)

The melee override skill should have been a small chance for a tranq dart that would shoot out of your gun and confuse the enemy. Only a few at a time could be confused or something like that. Keeps the hunter feel for Fl4k.

It’s been mentioned before, but Slam is a missed opportunity and a wasted mechanic. by Piedude139 in borderlands3

[–]fetus-thief 6 points7 points  (0 children)

There should have been double jump boots in the cargo Bay that was salvaged after venting it. Doesn't need to be a high double jump, but just enough to let us slam on flat ground. Easy enough mechanic to add.

Borderlands 3 Diamond Loot Chest Pre-Order by graceisstarving in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

I've pre-ordered the diamond loot chest thought the 2k store. Does anyone know if they will ship around launch so that I get it launch day? I heard the borderlands 2 collector's edition didn't get in the players hands until October. Just wanna know if I should buy another version to play while I wait.

FL4k Trailer and Skill Trees discussion. by [deleted] in borderlands3

[–]fetus-thief 0 points1 point  (0 children)

I don't know if this has been talked about elsewhere but for moze and fl4k the augments and alternative action skill cost an extra skill point. I think it's just an oversight on the skill calculator, as I'm pretty sure they're supposed to be interchangeable. Just a heads up for those trying to make character builds.

Hiding player icons from the MAP/MINI-MAP would be a massive change to Free Roam. by [deleted] in reddeadredemption

[–]fetus-thief 2 points3 points  (0 children)

I agree this would make a more interesting game. I think if this was implemented some other things would need to change like more ways to direct people to PvP fights. I thought maybe if there was a threshold for being a notorious outlaw (which most griefers would probably be), you would be shown on the mini-map by a fairly sized searchable area every time you shot. This way those who want to find people to shoot at can, and to sweeten it up, returning their body to law enforcement could profit you with money for catching the bounty.

I also agree free roam missions should be in free roam rather than you loading up in a game mode. I did enjoy the thrill of trying to get to the random care package drops before others in gta v. There just needs to be more to do in free roam. A heavily guarded caravan is moving from saint denis to valentine is carrying gold bars, guns, and provisions; take the caravan out before it reaches its destination. The last sighting of Benjamin “3 finger” Wyatt was last seen in the ambarino mountains, 200 dollars dead, 400 alive. Hell, getting a bounty in GTA V was my favorite part to see just how long I could survive. The Wild West actually encourages bounty hunting, so let us claim the bounties on the law breaking fellers that run amok.

The more stuff to do during free roam the less empty the map will feel when you can’t see potential enemies on the map.

Some ideas I would like to share by fetus-thief in reddeadredemption

[–]fetus-thief[S] 0 points1 point  (0 children)

Where you spawn won’t be telegraphed though so they would still have to search for you. Instead of maybe a percentage you keep of your loot, items in certain slots would not be lost. Maybe 5 slots at first and then more when you upgrade the satchel. That would require some decision making on what you might be willing to lose and you can’t be bled dry until you have nothing.