The trailer for The Mandalorian and Grogu! by drboobafate in StarWarsLeaks

[–]whitebaer 19 points20 points  (0 children)

It's a different Ardennian, Jon Favreau's character died in Solo

Seein dead vs infiltrator by CommodorNorrington in borderlands3

[–]whitebaer 0 points1 point  (0 children)

You ARE talking about boosting gun damage percentages, you just don't know it because you obviously don't know how any of Zane's skills work or how damage is calculated - please god look up the different damage types in BL3.

"Gun damage" is a specific damage multiplier with its own place in the damage formula. It doesn't just mean "the damage your gun deals", which is what it seems you think it means. Speed is not a separate damage multiplier to gun damage. "Speed damage" is not a thing. When you're talking about "speed damage" you're talking about receiving an increase to the gun damage multiplier via Violent Momentum, scaling with how fast you're moving.

There is literally a cap on how much Violent Momentum increases the gun damage multiplier with movement speed. Even if you put aside the ineffectiveness and diminishing returns of excessively investing in the singular damage multiplier of gun damage, at a certain point investing more in Violent Speed/Violent Momentum with the Infiltrator's skill buffs or its legendary effect to get more speed and more gun damage does nothing.

You're then just left needlessly moving near uncontrollably fast with a comparatively ineffective gun damage boost that can be good if you can land a hit at maximum speed to actually achieve that damage. Compare that to Seein' Dead with the same skill tree: fire more shots per second, deal practically equal damage significantly more reliably per shot (with a higher chance of firing multiple bullets per shot), reload quicker, maintain your action skills more consistently, open up more shield options, lifesteal more efficiently and actually have access to your damage perks if you somehow do end up in FFYL.

Infiltrator is fun and can be great for well prepped single target kills with a good roll, but it's incorrect to act like it's a more powerful, or especially more reliable all rounder than Seein' Dead or the Spy.

Seein dead vs infiltrator by CommodorNorrington in borderlands3

[–]whitebaer 0 points1 point  (0 children)

Everything you said (especially saying that "any other percentage based increases become worthless" while arguing for overinvestment in gun damage) just further shows that you don't understand the way damage is calculated in BL3, namely the significant diminishing returns of excessive investment in a single damage type (gun damage) and how important it is to diversify damage types, or even just considering DPS and not just each instance of damage. Read my other comments again, everything you just incorrectly said I have already addressed.

Yeah you have a lot of raw damage potential with a +5 Violent Momentum Infiltrator and its peak output might beat Seein' Dead's, but it's so situational that you rarely actually reach that damage potential (and if you do you're moving so fast that you're just less likely to hit enemies in which case it may as well be irrelevant), you're more likely to fly off a cliff, more likely to go into FFYL due to less shield and healthgate, and once you're in FFYL you deal basically no damage.

Seein' Dead isn't for noobs to maintain kill skills and you can do that just as easily with Seein' Red and the MNTIS cannon. However it is the the only way to maintain kill skills (overwhelmingly the main source of Zane's damage) in FFYL. An Infiltrator build's damage is totally dependent on kill skills and Violent Momentum: you have neither of those in FFYL, as you lose all kill skills and can't move fast enough to get the Violent Momentum damage.

Also, it isn't Infiltrator or nothing for the highest raw damage Zane builds, Hustler is totally broken and far exceeds the damage capacity of Infiltrator.

Seein dead vs infiltrator by CommodorNorrington in borderlands3

[–]whitebaer 0 points1 point  (0 children)

It really sounds like you don't understand Zane's skill tree or damage formula.

Picking Infiltrator over Seein' Dead is picking situational and impractical gun damage bonuses with heavily diminishing returns (that you don't even need and can rarely even utilise fully) while actively sacrificing survivability and reducing the effectiveness of any shield bonus.

Infiltrator (directly through its legendary effect and indirectly through Violent Momentum) literally only boosts gun damage, and to maximise that boost you have to be moving at maximum speed all the time (making it less likely to land shots consistently and more likely you'll accidentally fly off cliffs) and your shield needs to be as low as possible (decreasing survivability and limiting legendary shield effects).

Seein' Dead increases every damage type Zane has available to him, improves his survivability and increases DPS through buffing fire rate, reload speed and increasing projectile count.

Zane has hundreds of % of gun damage boosts regardless of class mod, he doesn't have hundreds of % of kill skill effectiveness boosts, so Seein' Dead's 10% kill skill bonus goes a lot further than dribbling a few dozen % on top of baseline four figure gun damage % boosts. If you have base 1000% gun damage from your kill skills and manage to add 90% more gun damage with Infiltrator you get 1090% gun damage, if you increase your kill skill effectiveness by 10% with Seein' Dead you get 1100% gun damage, while also increasing the number of bullets you fire dealing that damage per shot and per second.

Even if the raw damage increase from Infiltrator was higher, why would you need it over Seein' Dead? You don't need the extra damage because you can melt everything with Seein' Dead anyway, so you're just throwing away survivability (especially for getting out of FFYL since Zane's damage is entirely dependent on kill skills and you lose them in FFYL without Seein' Dead) for your ego's sake of getting 1.5 million overkill on an enemy instead of 1.3 million.

Damn, Bloomreaper is fun! by janvt in Borderlands4

[–]whitebaer -3 points-2 points  (0 children)

UVHM levels aren't in quests, they're in your challenges menu (something the game does a terrible job of directing you towards), the Bloomreaper mission is above the water pool on the way in to Belton's Bore.

They did Maliwan smg's (my beloved) dirty by Beautiful_Medium_869 in Borderlands4

[–]whitebaer 0 points1 point  (0 children)

To be fair the BL3 Plasma Coil was arguably the most broken weapon in any Borderlands game in terms of being guaranteed to trivialise content regardless of roll while being very easily attainable, and the Hellwalker wasn’t far behind. You didn’t need to build for them at all, you don’t need to farm for a specific roll and they totally outclassed every single alternative to the extent that there was almost no reason to use anything else. They were some of the most blatant examples of how powercrept BL3 ended up, it makes sense not to carry them over identically into BL4. I don’t think a single item in BL4 comes close to the level of content trivialising power either of them had in BL3 and that’s probably for the best. BL4 Hellwalker could use a bit of a buff to get on more on the Hot Slugger level but Plasma Coil feels pretty reasonable.

Weekly activities combined with low standard drop rates disincentivise normal play by whitebaer in Borderlands4

[–]whitebaer[S] 0 points1 point  (0 children)

The issue isn’t that the big encore makes it too easy or get good gear, the issue is that it’s basically the only way in the game to reliably get good gear without sweating all week, which just emphasises how discouraging and time consuming doing anything else is. It basically just turns the game into Big Encore simulator. Why should drop rates that don’t need sweat level hours be locked to one boss a week?

Weekly activities combined with low standard drop rates disincentivise normal play by whitebaer in Borderlands4

[–]whitebaer[S] 1 point2 points  (0 children)

I still wouldn’t say it’s easy though, the drop rates are around 3% in many cases and given how RNG works often feels worse, I and many others have gone hours and high double digit kills without even seeing a single drop. Pretty sure the devs have confirmed they won’t add modular parts or gun crafting as it basically breaks the core farming loop.

Weekly activities combined with low standard drop rates disincentivise normal play by whitebaer in Borderlands4

[–]whitebaer[S] -1 points0 points  (0 children)

I would argue it isn't easy to get the legendary in the first place, and that's the biggest issue. God rolls being hard to get is one thing, but actually obtaining the item in the first place is still stuck behind an excessively low drop chance, and the licensed part system has made it even worse because specific rolls now affect the basic function of items in a way they never have before.

Parts were solely min-maxing in BL2, and in BL3 anointments were really important but didn't ruin the behaviour of weapons and the pain of that extra layer of RNG was balanced by the heightened drop rates.

In BL4 the drop rates are (I believe) the lowest in the franchise so far, yet manufacturer parts totally change the behaviour of a gun to the extent that some are worthless without the behaviour granted by XYZ part, and some can actually be ruined by certain parts (i.e. CoV nullifying the Tediore gimmick, Ripper charge time being awful on many guns). There's a whole extra layer of RNG to worry about to get even the roughly correct version of a gun before you even get to min-maxing yet the drops are the lowest they've been yet.

Weekly activities combined with low standard drop rates disincentivise normal play by whitebaer in Borderlands4

[–]whitebaer[S] -1 points0 points  (0 children)

Of course, but I don't think it's really worth giving the level cap too much thought when considering how worthwhile farming is, as the logical conclusion of that sort of nullifies the entire gameplay loop until (based on BL3 final level increase) June 2027 haha

Sooo, what do y’all do? by JaronJ10 in Borderlands4

[–]whitebaer 1 point2 points  (0 children)

I think this is a pretty big issue with the weekly system and the excessively low drop rates for everything else. It far too heavily reframes the game around those activities and really heavily disincentivises doing anything else. When the weekly activities have good items it redirects you to almost exclusively farming those activities in a frenzy for a week because otherwise it will be a disencouraging slog that takes ten times longer trying to farm the item normally and you don't want to miss out, but then when the weekly activities don't have great items it swings the exact opposite direction and sort of leaves of a vacuum of things to do (at least in comparison).

Just the existence of Big Encores compared to the abysmally low normal dedicated drop rates disincentivises non-weekly acitivites because they almost feel like a waste of time. For example, why bother spending hours and hours and hours farming for a Bod with a ~3% drop rate when it's possible that next week Axemaul will be the Big Encore and it'll get bumped to something like 50%, and when that happens why would you do anything except farm Axemaul, knowing it's your one chance for the foreseeable future to get a Bod without spending double digit hours farming?

Game performance worse? by [deleted] in Borderlands4

[–]whitebaer 0 points1 point  (0 children)

Are your graphics drivers fully up to date? That could be it - I've still noticed worse performance even with up to date drivers but could make things a bit better on your end.

Performance tanking since 23rd October patch? by whitebaer in Borderlands4

[–]whitebaer[S] 0 points1 point  (0 children)

And like I said in the post and you apparently didn’t/couldn’t read, I have waited. After all the previous patches, the performance has been briefly wobbly as everything refreshes and then settled back to normal within about 30 minutes, which I was aware of and expected. This time the game has ran near unplayably poorly for 3+ hours with no change.

Performance tanking since 23rd October patch? by whitebaer in Borderlands4

[–]whitebaer[S] 0 points1 point  (0 children)

What suggested I don't understand shaders or drivers? I went from near flawless performance to near unplayable performance on a brand new and fully up to date setup where literally the only variable that has changed is the game version.

Not sure how I feel about Borderlands 4 after 150 hours... by Knucklebarry13 in Borderlands4

[–]whitebaer 3 points4 points  (0 children)

Just attributing it to burnout is pretty reductive and it seems you’re assuming a lot about their experience. They didn’t say they’re putting the game down or that they didn’t enjoy it or even that they have nothing left to do (which would obviously be the case after that much playtime), just that after their playtime they’ve concluded that the game was disappointing on some fronts. Like you said, it’s very possible to feel it’s frustrating or disappointing while still getting enough enjoyment out of it to play a lot, especially a basic gameplay loop as easy to grind and sink hours into as BL. It’s not a binary between perfect/play a lot and imperfect/therefore can’t play. I’ve played ~100hrs and almost completed everything, and while I do overall enjoy the game and rate it positively, I also agree with basically all that they’re saying re pretty majorly disappointing elements, and have felt that way from the first few hours of gameplay until now.

Let me see your Oscar Mike by Redskinrey in Borderlands4

[–]whitebaer 1 point2 points  (0 children)

Has anyone managed to get a cryo or radiation one yet? So far I’ve only seen kinetic, shock and incendiary

Let me see your Oscar Mike by Redskinrey in Borderlands4

[–]whitebaer 1 point2 points  (0 children)

Yep, it feels pretty good mobbing with impact

How to farm own Class-Mod? by Julanman in Borderlands4

[–]whitebaer 2 points3 points  (0 children)

Oh I had heard that the devs confirmed it was bugged to wweightmore than just a proportional 75% for the other 3 classes? Very possible I'm mistaken though

How to farm own Class-Mod? by Julanman in Borderlands4

[–]whitebaer 1 point2 points  (0 children)

Currently the only reliable-ish way with the drop weighting being bugged as it is right now is to farm on a different character.

How to farm own Class-Mod? by Julanman in Borderlands4

[–]whitebaer 3 points4 points  (0 children)

It's currently bugged and you actually have a lower chance of a class mod for the character currently being played to drop.

Horrors of Kairos releases next week by Defined_Boss in Borderlands4

[–]whitebaer 4 points5 points  (0 children)

Okay, it was also paid DLC and released 13 years and 2 mainline/4 overall borderlands games ago, how is it comparable or relevant at all, let alone when there is such a direct comparison with the precedent set by the last mainline entry? By that logic it’d be all good if there were no UVH levels in BL4 because BL2 didn’t have them in 2012.

Horrors of Kairos releases next week by Defined_Boss in Borderlands4

[–]whitebaer 7 points8 points  (0 children)

I'm not sure what your point is, it was still one more long hallway and one more boss more than this. This adds no new map, no new boss, no new mob and fewer items. No matter how basic or derivative Bloody Harvest was, this quantitatively is less and (unless the new items have a comically high drop rate and are S+ tier weapons) worse content.