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    Thursday, June 11, 2020

    Borderlands BORDERLANDS 3 PATCH AND HOTFIXES: JUNE 11, 2020

    Borderlands BORDERLANDS 3 PATCH AND HOTFIXES: JUNE 11, 2020


    BORDERLANDS 3 PATCH AND HOTFIXES: JUNE 11, 2020

    Posted: 11 Jun 2020 07:16 AM PDT

    https://borderlands.com/en-US/news/2020-06-11-borderlands-3-patch-hotfixes-june-11/

    Today we will release an update for Borderlands 3, which will be live on all platforms by 12:00 PM PST (with the exception of Mac, which is planned to go live on June 18). This update adds the new takedown: Takedown at the Guardian Breach, addresses the first phase of changes to Mayhem 2.0, and addresses some player-reported concerns.

    The seasonal event Revenge of the Cartels officially ends today at 9:00 AM PST! We hope everyone enjoyed the experience, the music, and the gear! With today's patch and hotfixes, players will no longer be able to travel to the Villa—until next year! For those worried about the availability of the awesome Anointments that dropped as part of this event, those are here to stay! Make sure that you have your hotfixes applied to ensure that they are part of the pool of potential dropped Anointments!

    To apply hotfixes, wait at the main menu until you see a sign that says "Hotfixes Applied"! If you are experiencing any issues or want to provide feedback, please submit a ticket to support.2k.com.

    NEW CONTENT

    • Added support for new free content being added to the base game of Borderlands 3: Takedown at the Guardian Breach!

    Resident Eridian expert Patricia Tannis has discovered a mysterious Guardian signal on the distant planet of Minos Prime and has asked that you investigate it.

    • Fight For Your Life (FFYL) Improvements:

    - Added cooperative reviving. When more than one person is reviving a downed player, the player will be revived faster. This is only supported for cooperative players
    - Slowed the movement speed of downed players who are actively being revived by a cooperative player
    - Increased the interactive radius around downed players to make it easier to start reviving them
    - Added visual FX to the downed player being revived and the player reviving the downed player to help visualize the act of reviving

    • Added support to show Mayhem Levels on Item Cards

    STABILITY

    • Addressed a reported concern where some players could experience a crash after being kicked three times in a row from a host's game
    • Addressed a reported concern of a crash that could sometimes occur after a client respawns in the mission "Angels and Speed Demons" in Konrad's Hold
    • Addressed a reported concern of a crash that could sometimes occur when engaging with enemies with the Wedding Invitation with the Galaxy Brain Mayhem modifier active
    • Addressed a reported concern of a crash that could sometimes occur when the host entered combat at the beginning of the fourth round in Cistern of Slaughter
    • Addressed several reported crashes

    OPTIMIZATIONS

    • Improved performance when navigating vending machines
    • UI Optimizations for consoles
    • Improved Inventory performance
    • Improved Quick Menu performance
    • Improved Main Menu performance
    • Improved Item Inspection performance
    • Improved Buddy Widget performance
    • Improved Modal Tutorial performance
    • Improved memory by removing unnecessary frames from the Skill Tree menus
    • Improved performance when dragging and dropping items in the inventory menu
    • Addressed a reported concern that players would sometimes experience a noticeable frame rate drop when navigating the character menu in splitscreen
    • Addressed a reported concern that performance would somethings drop after picking up the ECHO log during "The Demon in the Dark" in Konrad's Hold
    • Improved HUD performance

    GENERAL

    • Addressed a reported concern that the camera would sometimes tilt sideways when using a high fire rate weapons and strafing at the same time
    • Disabled all controller input when the game window is not in focus on PC
    • Disabled access to the Quick Menu when players are in vehicles or turrets
    • Addressed a reported concern that an Outrunner can sometimes be launched into the air and out of playable space when a user enters the vehicle in Meridian Metroplex
    • Addressed a reported concern that the bodies of dead enemies would sometimes stretch when inside the elevator in Konrad's Hold
    • Addressed a reported concern that the Host player can escape the map when crouching in the doorway of a client's room when they leave their session in Sanctuary
    • Addressed a reported concern that hitting an out-of-bounds area with a vehicle would trigger FFYL
    • Adjusted the cost of ammo at vending machines to derive from the player's level instead of the vending machine's level
    • Addressed a concern that pinstripes and filigree were sometimes missing from some player skins
    • Addressed a reported concern that the Anointment "300% Damage above 90%" didn't work properly with non-flesh enemy types
    • Addressed a reported concern that Guardian Perks would only be considered active during the session you unlocked them in
    • Addressed a reported concern that elemental puddle decals would sometimes remain for clients when reloading the map while the puddles are present
    • Updated Credits
    • Added previous Hotfixes to the game
    • Addressed a reported concern where the hint bar would appear spaced out and stretched across the bottom of the screen in the Skill Tree menu
    • Addressed a reported concern that the Play button in the ECHO log menu would sometimes be displayed incorrectly

    BORDERLANDS SCIENCE

    • Added a 10-second cooldown timer until a player can request to skip the current puzzle and get a new one in Borderlands Science
    • Addressed a reported concern where a Borderlands Science booster could be removed when joining another game session

    CHARACTER

    • Addressed a reported concern that the Operative's Action Skill Anointed effects can be affected by other Action Skills when activating two Action Skills at the same time

    ECHOCAST

    • Added an in-world marker to improve the discoverability of Moxxtails chest in-game
    • Addressed a reported concern in ECHOCast where the Moxxtail buff was lost when joining another game session
    • Addressed a reported concern with ECHOcast where the Rare Chest winner count stat was incorrect

    FX

    • Addressed a reported concern where smoke or steam would flicker in Sanctuary after extended gameplay

    MAYHEM 2.0

    • Rebalanced Mayhem stats for enemy health, shields, and armor in Mayhem Levels 7, 8, 9, and 10

    Mayhem Levels 7, 8, 9 and 10 have had their stat bonuses to Health, Shields and Armor reduced. On Mayhem 10, the bonus is now 10,000% instead of 12,500%, and the curve to from Level 7 to 10 has been adjusted accordingly.

    • Made a change so only the Host player can roll or apply modifier changes to Mayhem
    • Addressed a reported concern that Agonizer 9000, the Kraken, Wotan, and Eista were sometimes not spawning Mayhem Level gear

    While we wait for chests and vending machines to support Mayhem Level gear in the next patch, as stated in our Mayhem 2.0 Dev Update, these enemies were fixed so they support Mayhem as a stop gap.

    • The Mayhem modifiers Mob Mentality and Chain Gang can no longer be rolled together
    • The Mayhem modifier Floor is Lava now fires off less frequently and the damage taken no longer counts towards keeping the player in combat
    • The Mayhem modifier Chain Gang now creates beams when the player is closer and dissipates when further away, allowing them to fire less frequently
    • Optimized combat timer refresh for Mayhem

    The four changes above were made to keep Mayhem 2.0 running smoothly, and we will continue to monitor the performance of Mayhem 2.0 and make adjustments in the future. The Buddy System and Drone Ranger Mayhem Modifiers are continuing to go through testing and are not going to be turned back on at this time.

    • Addressed a reported concern that players would sometimes not load in correctly after throwing grenades and making changes to Mayhem mode
    • Addressed a reported concern that the travel countdown timer would sometimes not display the map name when applying Mayhem modifier changes after the player activated a New-U Station that was not a Fast Travel Station
    • Addressed a reported concern that the numerical indicator on the Mayhem pedestal would not display properly after adjusting the level
    • Addressed a reported concern that the UI for the boundary turret warning would remain on screen when changing Mayhem settings while in a restricted area
    • Addressed a reported concern that the enemy DEATH from the Post Mortem Mayhem Modifier was unable to cause damage to Moze's Auto Bear or to players in Iron Bear's gunner seat
    • Addressed a reported concern that the enemy DEATH from the Post Mortem Mayhem Modifier would circle in place if spawned from an enemy that the player did not take down
    • Added a limit to the number of visual impact effects spawned when projectiles take damage with Post Mortem and Freeze Tag Mayhem Modifiers
    • Post Mortem, Healy Avenger, and Freeze Tag will now check for the dying enemy's allegiance relative to the player when deciding if they should spawn
    • Addressed a reported concern that player could be briefly put into FFYL when the Mayhem Modifier Rogue-Lite is active
    • Addressed a reported concern that beams spawned from the Boundary Issues Mayhem Modifier could sometimes become visually attached to the player
    • Addressed a reported concern that beams spawned from the Boundary Issues Mayhem Modifier would sometimes stay attached to the player after defeating an enemy NPC turned friendly
    • Addressed a concern that a beam effect would sometimes not trigger from the Boundary Issues Mayhem Modifier if there was an obstruction between the player and the enemy
    • Addressed a reported concern that some heads were sometimes not scaling properly with the Galaxy Brain Mayhem Modifier active
    • Addressed a concern that Mayhem Modifier abilities would occasionally not run properly on enemies
    • Addressed a reported concern with weapon drops from enemies downed via critical hit while the Lootsplosion Mayhem Modifier was active sometimes not always matching the current Mayhem Level
    • Vehicles can now be the targets of Mayhem Modifiers

    UI

    • Addressed a reported concern where D-Pad glyphs to change the tracked mission were still displayed on the HUD when playing with the Classic button scheme
    • Addressed a reported concern where an empty prompt would be displayed on the HUD above the experience bar after spending skill points
    • Addressed a reported concern where multiple message slideouts would appear and overlap after disconnecting a controller
    • Addressed a reported concern where the speed of the UI menu would vary when adding a splitscreen player
    • Addressed a reported concern where the client's countdown would not appear on the screen after accepting a duel invitation
    • Added improvements to text chat
    • Updated hint text for changing the viewed event to "Change Viewed Event"
    • Addressed a reported concern that parts of the HUD would sometimes be missing when quickly pausing and resuming the game

    HOTFIXES

    This week, we have a variety of gear balance changes, as promised in the Mayhem 2.0 Dev Update, and hotfixes specifically for Takedown at the Guardian Breach. To get the changes and avoid seeing any of these issues arise, make sure that you have your hotfixes applied at the main menu.

    To apply hotfixes, wait at the main menu until you see a sign that says "Hotfixes Applied"! If you are experiencing any issues or want to provide feedback, please submit a ticket to support.2k.com.

    • Added Revenge of the Cartel Anointments to the permanent drop pool for gear
    • Addressed a reported concern that spikes from Mantakores and Korax ignored Zane's Barrier
    • Re-balanced the number of enemies active at one time during Takedown at the Guardian Breach
    • Re-balanced the health of some enemies during Takedown at the Guardian Breach
    • Addressed a potential progression blocker when fast traveling during Takedown at the Guardian Breach
    • Addressed a concern with the Operative's SNTNL not targeting enemies in some cases

    WEAPON ADJUSTMENTS

    As stated in the patch notes, we have adjusted the Health, Shield, and Armor stats for Mayhem Levels 7 and higher. As part of that change, we need to adjust gear to reflect that. With the decrease in enemy health, shield, and armor in later levels of Mayhem, all the gear you have currently will feel more effective as you take down enemies in those higher levels. SMGs have proven to be one of the most popular weapon types, so we've focused on them with this update. We decided that this amount of change was all we were comfortable with when paired with the scaling changes. We will observe player feedback over the coming weeks and likely make further adjustments as needed.

    Weapon Buffs

    The number of viable SMGs felt low, compared to the relative depth of weapons of that type. As a result, several them have had damage increases this week.

    • Increased weapons damage on Bitch
    • Increased weapons damage on Handsome Jackhammer
    • Increased weapons damage on Devoted
    • Increased weapons damage on Cloud Kill
    • Increased weapons damage on Tsunami
    • Increased weapons damage on Ten Gallon
    • Increased melee damage bonus on Ripper

    The Ripper's melee damage bonus wasn't providing enough incentive to execute its intended loop. We've buffed the damage on the melee strike.

    • Increased weapon damage on Vanquisher

    The base damage for the Vanquisher and its bonus damage while sliding have been buffed. Like the Ripper, its core loop wasn't being used as the slide bonus wasn't significant enough prior to this change.

    • Increased bonus damage while sliding on Vanquisher

    The Ripper and Vanquisher should be very effective now when embracing their unique loops.

    Weapon Nerfs

    We found that a few pieces of gear were overperforming or not working as intended, which unintentionally pushed players into builds exclusively using them. It also allowed players to bypass the intended growth of moving up the Mayhem Levels over time. By lowering these values and addressing some data, players should feel able to experiment with other pieces of gear.

    Sandhawk

    The Sandhawk was creating too many particle systems which we found creating issues related to performance. It also was creating too much damage relative to other sniper rifles. To combat this, we've made the following changes.

    • Increased Shot Cost from 2 to 3 – We've increased the cost of firing the weapon, so that players have to more thoughtfully manage ammo. With the additional SDUs that were added in The Revenge of the Cartels patch, players should still be able to use this weapon quite a bit.
    • Removed 2 projectiles – As stated, the performance cost of this weapon was too high, so we've removed two particle systems from each shot. This also removes some damage output from the weapon.
    • Increased Accuracy Spread – To make up for the difference for the missing projectiles, we've spread out the pattern, so it still covers the same space.
    • Lowered lifetime of projectiles – Too many active particle systems from consecutive shots was really hurting performance, so we've lowered the lifespan of the projectile.
    • Increased projectile speed – It was important to use to keep the weapon still effective in combat, so to counter the lowered lifetime of the projectiles, we've sped them up. The result is a weapon that still feels as effective as before, and even more responsive.

    Yellowcake

    We discovered an unfortunate issue with the Yellowcake that effectively added an extra 100% damage beyond its intended output. We are fixing it today.

    • Changed Damage Scaling – The wrong scaling math was applying to the Yellowcake, greatly increasing its damage beyond its intended value. We are changing it to use intended math.
    • Split Projectile Damage Decrease – We are lowering the damage of each of its split projectiles as they were overperforming as well.

    Kaoson

    The Kaoson was providing more power than intended, which made it the go-to SMG. With today's changes it should still provide plenty of damage that focuses on explosive damage bonuses, but not quite at the scale as in the past.

    • Accuracy Impulse Increased – Its accuracy allowed players to deal pin-point damage, then with the added explosive damage, it was further maximizing output. We are increasing the accuracy impulse to account for the explosive damage bonus better.
    • Max Accuracy Increased – At full auto, the spread proved exceedingly tight, again allowing more damage to be maximized than we intended. We've increased the maximum accordingly.
    • Critical Damage Reduced – The explosive damage provided by this weapon allows critical hits more frequently, so we are lowering its critical bonus by a small amount.
    • Base Damage Decreased – As the Kaoson basically has two points of damage—the initial bullet, and then the explosive round—it was providing way more damage than a typical SMG. We're lowering the base damage to better account for its dual damage feature.

    Anointment Buffs

    Several Anointments in the game were not providing enough value, effectively making them non-viable for players. In an effort to increase build diversity, we are buffing a number of Anointments.

    • Airborne Anointments – We've increased the effectiveness of the While Airborne Damage, Critical Damage, and Fire Rate Anointment. The Airborne Fire Rate Anointment had a bug as well, which is being fixed to substantially improve this Anointment. We're anxious to see what builds will be used in Takedown at the Guardian Breach in particular.
    • Slide Fire Rate – It had a bug as well that prevented it from providing the intended bonus; we've resolved that in these hotfixes.
    • Action Skill End – A number of these types of Anointments have been buffed to make them more useful for more builds. Fire Rate, Next 2 Mag Bonus Damage, and Splash Damage have all received damage increases.
    • Auto Bear Active Incendiary Damage – This has received a significant buff to make Iron Bear builds more effective.
    submitted by /u/TheXanderZone
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    New Loot from the New Takedown

    Posted: 11 Jun 2020 08:24 PM PDT

    Link here: https://i.imgur.com/Pk07CY3.jpg

    These are the things I found so far. Sorry for cell phone quality.

    submitted by /u/krakajacks
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    Solo Guardian Takedown Thoughts

    Posted: 11 Jun 2020 11:42 AM PDT

    Just finished it once, wanted to give my opinions.

    The crystal charging is dumb. I'm assuming it's balanced for 4 players because it's not fun standing in one area for over a minute 3 times, in 3 separate areas. You're supposed to be mobile in this game.

    The bosses are very well designed but it sucks that they have the same mechanic. "You've taken 1/12th of this bosses hp, now run to a safe zone!" This is how BOTH bosses work. If Scourge didn't teleport you somewhere else for 30 seconds they would be the same boss in a different arena.

    It's also just boring having to wait while the boss is immune but that's a BL3 problem as a whole. Just make their health pools larger if you're worried we will kill them too fast.

    That's all. Better than Maliwan takedown.

    submitted by /u/Faceroll-Tactics
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    Thoughts on Today's Patch

    Posted: 11 Jun 2020 02:18 PM PDT

    EDIT #1: this post appears to be getting a significant amount of downvotes. I'm not sure why. I have some questions/concerns about the patch/hotfix. I'm trying to get people's thoughts on it to make sure I'm not just being too critical. I love Borderlands 3 — even when you factor in the lackluster story. Please don't think this post is meant to just trash the game. It's not.

    EDIT #2: find Lieberman.

    I have a few thoughts on today's patch that I need to unload.

    Why didn't they fix the ASA/200 anointment? Is it supposed to not work once you switch gun? If so, that's lame. If they did, and I just missed it, please let me know.

    Piggybacking off of the last question, what's the point of buffing the sliding and airborne anointments? Does anybody really use it? It seems like it's always been a clown anointment. Nobody seems to take it seriously. Once you factor in all of the new anointments, the fact that these two still exist just makes even harder to get the better anoints, such as SNTL Cryo for Zane.

    What, exactly, is the QA process for hotfixes and patches? In watching a few streamers try to run through the Guardian Takedown, it looks like the event is far too difficult (not to mention glitchy). This wouldn't be that big of a deal, since content updates for games usually aren't perfect when they're first released, but if I remember correctly, the Maliwan Takedown was pretty poorly received when it was released, too, for very similar reasons. Additionally, there's been the issues with implementing Mayhem 2.0 (enemy health/shields being way too high, loot chests not scaling, no scaling for grenades and skills, etc.). To me, it feels like Gearbox has had an abnormally high amount of oversights for BL3 updates. So, I'm wondering how they test things before release.

    How does everybody else feel about the updates? I'm curious as to how this has gone over with others.

    submitted by /u/wholelottabob
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    Borderlands 3 with integrated graphic

    Posted: 11 Jun 2020 08:45 PM PDT

    Just want to share a data point on playing BL3 with Intel integrated graphics to those out there without gaming PC.

    I loved Borderlands 2 and wanted to play 3 so bad but my laptop is i5 with Intel integrated graphic 620 + 8gb DDR3 ram. I eventually took a plunge at it after seeing the sales at epic game store.

    I managed to get 25-30fp with these:

    • Visual settings in the menu: very low

    • Resolution: 1280x729

    • Resolution scale: 75% (can't read the text with 50%)

    • ViewDistanceQuality: 0 (following this guide - I barely noticed the visual effects downgrade given every other setting is already at at very low.)

    Any resolution lower than 1280x729 causes cursor to be out of place in the menu. And I vastly prefer [resolution scale of 75% + ViewDistanceQuality=0] over [resolution scale of 50% + default ViewDistanceQuality]

    I'm having an absolute blast playing it!

    submitted by /u/Reallyicanteven
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    Guardian Takedown

    Posted: 11 Jun 2020 06:51 PM PDT

    Hey, recently I thought I'd give a shot at the guardian takedown with my Moze (running with a transformer and electric lob so I can regain shield when needed). But a genuine questions for everyone who's attempted the take down: did it feel like a struggle for you? Some guns that would destroy against most mobs (i.e. The Lob, any on level Infinity, Maggie) felt like a struggle to use against the Nekrotafeyo creatures and even the guardians.

    I was just wondering if it was something with the takedown that's an issue or if they just made the takedown harder so when it's finished it feels more rewarding.

    Sidenote: I did read the patch notes and none of it mentioned the weapons (either buffed or nerfed) I used in the Takedown.

    submitted by /u/JosephsTrench_
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    Fun grenade idea, what do you think? Jumppad Grenade

    Posted: 11 Jun 2020 05:43 AM PDT

    My idea for a grenade is a Jumppad grenade that you throw down and it places a jumppad for a certain amount of time and then can launch yourself off of. This would allow for some really fun puzzle solves, as well as making the "while airborn" anoints better. Those anoints are getting buffs so if we got both of those, you could really make good use of them.

    Plus it would be fun to troll your friends with and throw them off of cliffs when they weren't paying attention.

    What do you guys think about this?

    submitted by /u/SonofGondor32
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    Why nerf the few M10 viable guns?

    Posted: 11 Jun 2020 03:26 PM PDT

    I have been on hiatus from BL3 due to the poor weapon and health balancing Gearbox released with the M10 update. Today's patch provided some slight nerfs to health pools along with some heavy nerfs to the few guns you had a chance with in M10. Luckily we got some buffs for SMG's that were mostly pointless since day 1. Sadly though... the M10 viable gun pool has only shrunk.

    I understand not wanting certain guns to take over everyones loadouts and builds but you provided no answer to "What should I use in M10?". You took away the answer and left us with even less variety and ultimately less fun. WHY?

    submitted by /u/MikeSouthPaw
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    First Time Player

    Posted: 11 Jun 2020 02:46 PM PDT

    I just started playing borderlands! I started with the pre-sequel but I like it a lot so far!!

    submitted by /u/buzzy909
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    What is killing me

    Posted: 11 Jun 2020 04:07 PM PDT

    Well, i started the guardians takedowns, and, while charging the crystals, ive died 2 times instantly, i dont even know what killed me. It didn't even gave me fight for your life.

    ¿What is it?

    (It happens too without chaos)

    submitted by /u/Mrexsp
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    Justice for Moze

    Posted: 11 Jun 2020 01:45 PM PDT

    So I've been running the new patch, and I gotta say Moze still feels so weak. It's like Gaige all over again, with iron bear being basically useless at mayhem 7+. Made even worse with so many skills being dedicated to iron bear. Does anyone else feel he's still underpowered? May just be me but I've Maine's Moze from the start and she is just so lacklustre.

    Currently trying to fight the Agoniser 3000 on mayhem 10, got maybe a 1/4 of its health down after 15 minutes. The meta for her feels so narrow, even worse now the sandhawk been modified. Just wanna see if anyone else has an opinion on this, I would love to play a sniper Moze, or an iron bear Moze, or anything that isn't just a 2X yellowcake or an Nth degree bloodletter.

    submitted by /u/AngoryIrunBear
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    Anyone having issues farming for monarchs?

    Posted: 11 Jun 2020 03:05 PM PDT

    I get that rng can be a real bitch sometimes but I've farmed killavolt probably close to 40 times now and he hasn't dropped one. Before the patch it usually took maybe 15-20 times and it get one. Is this happening to anyone else?

    submitted by /u/ScamThallmen
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    A question to anyone who has gone through the new takedown

    Posted: 11 Jun 2020 08:03 PM PDT

    Has anyone else randomly die in the second half of the guardian takedown? I'm on the part where you jump between platforms charging three crystals. After I get two charged, my screen glows red around the edge, and then I die, with no chance for a second wind. I'm just wondering how to get through this and this part is really bugging me.

    submitted by /u/47_was_here
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    BL3. There should be a way to level up our loot.

    Posted: 11 Jun 2020 04:16 PM PDT

    As I sit on a pile of Eridium and cry onto the almost-amazing gun I'm going to sell to Marcus, I wish that I could pay some shady character to anoint or level up my favorite guns.

    I would happily pay 1,000 Eridium to upgrade my old Scoville to the current level cap, or to re-roll the anointment on some of my old favorite weapons that just don't cut it anymore.

    Don't wanna get too crazy here but what if I could use a crafting bench to customize the stats on a gun? It would come at a cost of course!

    It should cost a buttload of resources in fact, to keep the game balanced for grinding, but there should be a way to make old or almost-good weapons scale up.

    As everyone is aware, there's a problem with chests currently dropping Mayhem 0 loot, even at higher mayhem levels. In one such chest I found my dream gun- (Cryo Infinity with 100% bonus rad damage below 1/2 health) butnits worthless with these base damage stats. I'm saving it in my bank in case this dream comes true! Gearbox plz?

    P.S. we could sell "already owned" cosmetics for special crystals to anoint stuff. WHOAH! Or we could keep selling them for $1. That's fun too.

    submitted by /u/LatentBloomer
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    Help with a moze build

    Posted: 11 Jun 2020 07:53 PM PDT

    So I am currently attempting to make a M10 viable Moze build, and the build I am following (Joltz's most recent moze one, can't remember the name) has a lot of guns locked behind Mayhem 6. The issue I am having is I can't find a good loadout that makes me Viable at M6, so if anyone can tell me what guns and gear I should be looking for to help me be able to grind the M6 bosses it would be greatly appreciated

    submitted by /u/jwax2112
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    Agonizer 9000 broken?

    Posted: 11 Jun 2020 03:55 PM PDT

    So ive killed the agonizer 9000 a few times now and ive only gotten legendary skins/weapon skins/trinkets and no weapons at all So i guess he is still busted? Or am i just that unlucky?

    submitted by /u/2_legs_3arms
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    Patch actually make any changes to enemy health?

    Posted: 11 Jun 2020 10:47 AM PDT

    Hopped on after patch to play the breach on m10. I have farmed m10 weapons with best anointment. It took 863 rounds out of my nopewpew with 150% with under 50% health with a front loader.

    It took 7 minutes to kill 1 enemy. I'm already done with this patch. Not going to bother dying over and over again when the best gear in the game takes 7 minutes to kill 1 enemy after a patch that was supposed to fix this issue.

    submitted by /u/Dacoupable
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    All Missions in Zone are Complete but still not counted in Zone Progress

    Posted: 11 Jun 2020 09:42 PM PDT

    In Ascension Bluff, I've finished: Cult Following, Head Case, and Golden Calves. They all show up as complete in my missions list, but the zone progress lists 2/3. My client did crash upon trying to complete Head Case. Anyone know of a way to get the Zone Progress to show correctly?

    submitted by /u/OAdrian
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    A question about drought rider

    Posted: 11 Jun 2020 09:20 PM PDT

    So for a skill that say your shield has to be at max compasit dose useing the rough riders count as have a shield at max since its cap is zero and its stays as zero?

    submitted by /u/mr_sandman1324
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    Best Manufacturer For Zane Allegience?

    Posted: 11 Jun 2020 02:48 PM PDT

    Hey all! Title virtually explains it all. I've done Jakobs Fl4k and Torgue Moze already, and Zane's always been one I've wanted to do but don't know what route to take exactly. Open to any ideas

    submitted by /u/TheCornerBrah
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    Underleveled in borderlands 2 (first playtrough)

    Posted: 11 Jun 2020 03:31 PM PDT

    So I have beaten BNK-3R and Jack "showed me how much I had to lose". When I got to the next new area (I forgot it's name, but It was full of elemental bandits that spat stuff) I quickly realized the enemies could break my spine in half in a matter of seconds. I have no idea what to do, since I already did all sidequests outside that area.

    submitted by /u/Electroshock14
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    Change weapon skin button missing? [PC]

    Posted: 11 Jun 2020 07:11 PM PDT

    My keyboard binding for actually changing my weapon skin seems to have disappeared:

    https://imgur.com/jgjZ90S

    Has anyone encountered this before? As far as I could tell, there's not a binding option for it in the controls menu.

    submitted by /u/timecatalyst
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    Master Gee gate trick

    Posted: 11 Jun 2020 02:19 PM PDT

    I have known of the cheap gee gate trick for a while now but i have never actually tried to do it, i decided to try it today with no results, tha gate just throws him 4 meters ahead instead of giving me the kill, was it patched without me noticing or am I just doing it wrong? i'm obviously both using singularity grenades to put him in the spot and bodyblocking him when starting the fight

    submitted by /u/jraider0
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    Where to buy Tales from the Borderlands?

    Posted: 11 Jun 2020 09:18 AM PDT

    So I'm late to the party but still want to play TFTBL on PC. The Steam page doesn't allow you to buy it, a search on GOG comes out blank and the links on gearbox website are dead. Is there any place left to buy it online?

    submitted by /u/ArcticBiologist
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