PC/Mac Borderlands 3 (Gearbox Software)

Um tiro para matar o Traunt, em Mahyem 10 :D

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28 milhões, mais 41 milhões, mais 8 milhões, mais 4 milhões e uns trocos :004:
 
Bolas, supostamente ajustaram as drop rates em mayhem mais elevados, mas não noto nada, parece até pior que o antigo mayhem 4, estive 2h, sim, 2h, uns 30 ou 40 combates com o Katagawa Jr., a tentar farmar em mayhem 10 uma sandhawk diferente da que tenho (cryo), e só ao fim dessas 2h é que dropou outra, e logo por azar cryo e com anointment para outro personagem. :005:

Isto de haver lendárias que só dropam exclusivamente num boss é uma treta...
 
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Curiosamente, antes do ajuste de drop rate, tinha farmado o katagawa umas 10 vezes e recebi 3 sandhawks. Uma de fogo e duas cryo.
O maior problema é que mesmo estando em mahyem 10, tanto saem de nível 6 até ao nível 10.

BTW, esta semana está a decorrer o evento farm the worl, no planeta Promethea.
Para quem quer algumas das armas exclusivas, pode ser a altura ideal.
 
É que sendo aleatório percebo que possa acontecer levar muito tempo até dropar, mas é que tem sido constante, tanto a sandhawk como a monarch, demoro dezenas de combates até dropar uma...
Vou mas é concentrar-me nas exclusivas do cartel, que essas quando acabar o evento deixam de aparecer, e as outras como a monarch e a sandhawk não. Ver se aparece uma yellowcake x2. :D
 
Isso também eu queria, a yellow cake X2 de mahyem 10.
Mas ainda só me saiu uma, que é aquela que meti a imagem em cima.
 
A mim já sairam umas 6, mas sem grandes anointments. Nenhuma x2. :(
A melhorzinha ainda é uma com 150% radiation se estiver abaixo de 50% de vida, o que até resulta com o meu main char, pois uso um Deathless como artefacto.
 
Sinceramente, não estou a gostar muito do mayhem 2.0.
Tem demasiadas coisas piores do que dantes. Os drop rates são muito piores, do que dantes.
E para piorar ainda mais, tem drops misturados de mayhem 6 até 10, para quem joga em 10.
Para além disso, não acho muita piada à maior parte dos modifiers que colocaram.
 
Eu até estou a gostar, o que me está mesmo a chatear é os drops de mayhem mais baixo em mayhem 10. Os modifiers... Meh, é rolar até sairem decentes e pronto. Basicamente escolhi uns e nunca mais troquei.
E sim, as drop rates em mayhem 10 estarem piores que mayhem 4 é um bocado frustrante. Se calhar fomos mal habituados. [emoji14]

EDIT: Depois de uns 10 Yellowcakes dropados, finalmente o que queria :D:

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Se calhar pra minha Moze até era melhor mais 150% radiation abaixo de 50% vida como anointment, já que uso o Deathless, mas mesmo assim não me posso queixar.

Agora é aproveitar enquanto não é nerfado com toda a força lol.
 
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Em breve vamos ter mais conteúdo gratuito para o jogo.
Na próxima 5º feira, dia 21, vão anunciar o "Guardian takedown".
Nessa altura vamos ter mais detalhes.
 
Nova patch e já chego o Takedown at the Guardian Breach.

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 Boundary Issues 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.
 
Depois de andar a experimentar o Takedown at the Guardian Breach, creio que o jogo nunca esteve pior.
Os inimigos são autenticas esponjas, a um nível que nunca tinha visto antes no BL3. Chego a ficar bloqueado em partes por estar sem munições.
E tenho boas armas de nível 10 em Mayhem.
 
Eu com build de ammo da Moze e monarchs, que regeneram ammo bem rápido, quase fiquei sem ammo só no primeiro grupo de mobs. E estava a jogar solo e não era true take down mode.
Quando um minion básico tem mais vida que o boss FINAL do jogo, algo está muito mal...
 
Podes crer que está muito mal. Nos forums da Steam o pessoal já se anda todo a queixar.

Por exemplo, eu tenho um Recursion com boas stats, que costuma limpar um bando de inimigos com 2 ou 3 tiros.
Mas neste takedown, tenho de gastar carregadores em cima de carregadores.

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Hoje vamos ter o lançamento do 3º DLC, nova patch, novas armas e novo aumento do levelcap (60)

Today we will release an update forBorderlands 3, which will be live on all platforms by 12:00 PM PST. This patch adds support for the new campaign add-on:Bounty of Blood! It also includes Phase II of the Mayhem Mode updates, which introduces damage scaling in Mayhem and support for Mayhem gear in all loot sources!

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 tosupport.2k.com.

New Content:

Due to complications related to the ongoing COVID-19 pandemic, only English and German voice-overs will be available at launch for Borderlands 3’s third campaign add-on Bounty of Blood. Localized subtitles for all supported languages will be available at launch, and localized voice-overs will be added at a later date.
  • Increased the level cap by 3 to 60
  • Added 3 New Guardian Rank skills and Guardian Rank Increase

- Groundbreaker: Melee or Slam attacks will trigger an Aftershock, dealing 25% of all non-melee damage you have dealt over the last 5 seconds
- Dead Man Walking: While not moving in Fight for Your Life, your meter drains 50% more slowly.
- Lead or Alive: When you enter Fight for Your Life all your guns are automatically reloaded

Stability
  • Addressed a reported crash that could sometimes occur during the mission “The Family Jewel” in Floodmoor Basin
  • Addressed a reported concern where the game could become unresponsive after alt-tabbing out on PC
  • Addressed a reported crash that could sometimes occur when the host backed out to the Main Menu

Mayhem Mode
  • Added Mayhem Level damage scaling to melee, slide and slam
  • Added Mayhem Level skill damage scaling
  • Added Mayhem Level pet damage scaling
  • Added Mayhem Level vehicle damage scaling
  • Updated several passive skills to properly respect Mayhem Level damage

The damage sources above now scale their damage according to the level of Mayhem you are in. Each type of damage is scaled uniquely to account for how different skills and gear interact with the different types of damage. This is significant change and we will be monitoring the community’s feedback intently and adjust gear, skills, or damage scaling to ensure that build diversity flourishes. To accommodate this scaling, a few passive skills were updated to use a new form of damage that prevents them from scaling inappropriately.
  • Added skill damage as a rollable stat on Class Mods

Class Mods now can roll additional Bonus Skill Damage. When paired with the base Mayhem Level skill damage scaling, we anticipate builds centered on skills to become viable in late Mayhem.
  • Added Mayhem Levels to Grenade Mods

Grenade Mods drop as weapons do in Mayhem, with additional damage relative to the Mayhem Level it was acquired in.
  • Enabled all sources of loot to spawn Mayhem Gear

Mayhem Gear can now be acquired from all sources of loot in the game. Vending machines, chests, mail, mission rewards, and Loot enemies all have a chance to award Mayhem Level weapons and grenades.
  • Changed damage source for Remnant, Short Fuse, Indiscriminate, Do Unto Others, and Ties That Bind to address that they "double dip" and scale inappropriately at higher Mayhem levels

As a result of this change, players will notice that Ties That Bind will not scale properly with Action Skill damage. This is a temporary fix that will be addressed in a future update.
  • Vehicles now scale damage uniformly instead of just against non-vehicles
  • Addressed a reported concern where splitscreen players could sometimes not scroll through the Mayhem 2.0 modifier list
  • Addressed a reported concern where Mayhem Modifier Drone Ranger Healing Drones sometimes did not replicate position smoothly for clients
  • Addressed a reported concern where the tether from the Boundary Issues Mayhem modifier would sometimes persist after enemies died
  • Addressed a reported concern where the Mayhem vehicle damage scalars sometimes did not apply when players were in gunner seats
  • Addressed a reported concern where the Laser Fare Mayhem modifier would sometimes generate new laser beams when it took damage
  • Added the ability for DigiClone and Iron Bear to support damage scaling
General
  • Addressed a reported concern an issue where vehicle health would sometimes be cut off
  • Nativized Hotfixes

Hotfixes

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 tosupport.2k.com.
General
  • Melee and Action Skill damage further increased

Weapon Adjustments

We are looking at adjusting manufacturers and weapon types across the board to bring greater parity at the base level between weapons. We are still monitoring balance between Legendary gear but wanted to first address groups of weapons to increase opportunities for weapon builds.

All pistols will see a slight increase with JAKOBS pistols receiving the smallest bump and MALIWAN pistols receiving the largest. As enemy health pools increased, low mag size weapons like pistols became less popular. The damage increase across all pistols should provide more opportunities for builds to equip a pistol to accommodate their other weapon choices.

We also increased damage of all TEDIORE SMG weapons because we believed the damage from the thrown weapon explosion would be an integral part of the loop. However, throwing the weapon was impractical compared to shooting enemies with other SMGs. Now the trade-off to throwing at full magazine versus shooting will be more dramatic.

COV, DAHL, and JAKOBS Assault Rifles were increased to match some of the VLADOF Assault Rifles. We will evaluate VLADOF Assault Rifles in totality after players try the changes to the other manufacturers first.

Finally, we increased the damage of our traditional multi-pellet shotguns. HYPERION, MALIWAN, and JAKOBS all received a damage increase. Some of these shotguns were underperforming compared to fast-firing weapons so now they will pack a greater punch.
  • Increased pistol damage across all manufacturers
  • Increased damage on Tediore SMGs
  • Increased damage on COV, Dahl, and Jakobs Assault Rifles
  • Increased damage on Hyperion, Maliwan, and Jakobs shotguns

Bounty of Blood Hotfixes

These hotfixes are related specifically to the Bounty of Blood campaign add-on. To receive the changes and avoid seeing any of these issues arise, make sure that you have your hotfixes applied at the main menu.
  • Removed two straggler townsfolk that were clapping their hands at the wrong time
  • Addressed a potential progression blocker where FL4K the Beastmaster was sometimes unable to grab an important ledge
  • Stopped Juno from sometimes getting stuck on a walkway
  • Addressed instances where cash registers would sometimes float
 
Hoje vamos ter o lançamento do 3º DLC, nova patch, novas armas e novo aumento do levelcap (60)

Today we will release an update forBorderlands 3, which will be live on all platforms by 12:00 PM PST. This patch adds support for the new campaign add-on:Bounty of Blood! It also includes Phase II of the Mayhem Mode updates, which introduces damage scaling in Mayhem and support for Mayhem gear in all loot sources!

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 tosupport.2k.com.

New Content:

Due to complications related to the ongoing COVID-19 pandemic, only English and German voice-overs will be available at launch for Borderlands 3’s third campaign add-on Bounty of Blood. Localized subtitles for all supported languages will be available at launch, and localized voice-overs will be added at a later date.
  • Increased the level cap by 3 to 60
  • Added 3 New Guardian Rank skills and Guardian Rank Increase

- Groundbreaker: Melee or Slam attacks will trigger an Aftershock, dealing 25% of all non-melee damage you have dealt over the last 5 seconds
- Dead Man Walking: While not moving in Fight for Your Life, your meter drains 50% more slowly.
- Lead or Alive: When you enter Fight for Your Life all your guns are automatically reloaded

Stability
  • Addressed a reported crash that could sometimes occur during the mission “The Family Jewel” in Floodmoor Basin
  • Addressed a reported concern where the game could become unresponsive after alt-tabbing out on PC
  • Addressed a reported crash that could sometimes occur when the host backed out to the Main Menu

Mayhem Mode
  • Added Mayhem Level damage scaling to melee, slide and slam
  • Added Mayhem Level skill damage scaling
  • Added Mayhem Level pet damage scaling
  • Added Mayhem Level vehicle damage scaling
  • Updated several passive skills to properly respect Mayhem Level damage

The damage sources above now scale their damage according to the level of Mayhem you are in. Each type of damage is scaled uniquely to account for how different skills and gear interact with the different types of damage. This is significant change and we will be monitoring the community’s feedback intently and adjust gear, skills, or damage scaling to ensure that build diversity flourishes. To accommodate this scaling, a few passive skills were updated to use a new form of damage that prevents them from scaling inappropriately.
  • Added skill damage as a rollable stat on Class Mods

Class Mods now can roll additional Bonus Skill Damage. When paired with the base Mayhem Level skill damage scaling, we anticipate builds centered on skills to become viable in late Mayhem.
  • Added Mayhem Levels to Grenade Mods

Grenade Mods drop as weapons do in Mayhem, with additional damage relative to the Mayhem Level it was acquired in.
  • Enabled all sources of loot to spawn Mayhem Gear

Mayhem Gear can now be acquired from all sources of loot in the game. Vending machines, chests, mail, mission rewards, and Loot enemies all have a chance to award Mayhem Level weapons and grenades.
  • Changed damage source for Remnant, Short Fuse, Indiscriminate, Do Unto Others, and Ties That Bind to address that they "double dip" and scale inappropriately at higher Mayhem levels

As a result of this change, players will notice that Ties That Bind will not scale properly with Action Skill damage. This is a temporary fix that will be addressed in a future update.
  • Vehicles now scale damage uniformly instead of just against non-vehicles
  • Addressed a reported concern where splitscreen players could sometimes not scroll through the Mayhem 2.0 modifier list
  • Addressed a reported concern where Mayhem Modifier Drone Ranger Healing Drones sometimes did not replicate position smoothly for clients
  • Addressed a reported concern where the tether from the Boundary Issues Mayhem modifier would sometimes persist after enemies died
  • Addressed a reported concern where the Mayhem vehicle damage scalars sometimes did not apply when players were in gunner seats
  • Addressed a reported concern where the Laser Fare Mayhem modifier would sometimes generate new laser beams when it took damage
  • Added the ability for DigiClone and Iron Bear to support damage scaling
General
  • Addressed a reported concern an issue where vehicle health would sometimes be cut off
  • Nativized Hotfixes

Hotfixes

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 tosupport.2k.com.
General
  • Melee and Action Skill damage further increased

Weapon Adjustments

We are looking at adjusting manufacturers and weapon types across the board to bring greater parity at the base level between weapons. We are still monitoring balance between Legendary gear but wanted to first address groups of weapons to increase opportunities for weapon builds.

All pistols will see a slight increase with JAKOBS pistols receiving the smallest bump and MALIWAN pistols receiving the largest. As enemy health pools increased, low mag size weapons like pistols became less popular. The damage increase across all pistols should provide more opportunities for builds to equip a pistol to accommodate their other weapon choices.

We also increased damage of all TEDIORE SMG weapons because we believed the damage from the thrown weapon explosion would be an integral part of the loop. However, throwing the weapon was impractical compared to shooting enemies with other SMGs. Now the trade-off to throwing at full magazine versus shooting will be more dramatic.

COV, DAHL, and JAKOBS Assault Rifles were increased to match some of the VLADOF Assault Rifles. We will evaluate VLADOF Assault Rifles in totality after players try the changes to the other manufacturers first.

Finally, we increased the damage of our traditional multi-pellet shotguns. HYPERION, MALIWAN, and JAKOBS all received a damage increase. Some of these shotguns were underperforming compared to fast-firing weapons so now they will pack a greater punch.
  • Increased pistol damage across all manufacturers
  • Increased damage on Tediore SMGs
  • Increased damage on COV, Dahl, and Jakobs Assault Rifles
  • Increased damage on Hyperion, Maliwan, and Jakobs shotguns

Bounty of Blood Hotfixes

These hotfixes are related specifically to the Bounty of Blood campaign add-on. To receive the changes and avoid seeing any of these issues arise, make sure that you have your hotfixes applied at the main menu.
  • Removed two straggler townsfolk that were clapping their hands at the wrong time
  • Addressed a potential progression blocker where FL4K the Beastmaster was sometimes unable to grab an important ledge
  • Stopped Juno from sometimes getting stuck on a walkway
  • Addressed instances where cash registers would sometimes float

As reviews estão a ser bastante positivas
 
As reviews estão a ser bastante positivas

Já andei a jogar um pouco e estou a gostar. Temos um ambiente western bem conseguido.
Até temos um narrador a contar a nossa história e a dizer algumas piadas.
Cheguei num instante a nível 60, mas a minha gear de 57 ainda chega e sobra para a maior parte das situações.
Uma coisa que notei é que deram um buff à Recursion. Esta arma já arrasava grupos de inimigos, mas agora arrasa ainda mais. :D
 
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