Borderlands 3 - 2kschug
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 https://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.
Borderlands 3 - 2kschug
Today we will release a hotfix for Borderlands 3, which will be live on all platforms by 12:00 PM PST. This week’s hotfixes addressed a perceived progression blocker, while our QA team is hard at work for the patch on June 4! 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 https://support.2k.com/.

This week, we only have the one hotfix, as testing resources are currently being directed at the upcoming patch on June 4!
  • Addressed a reported concern that the “Talk” prompt would sometimes fail to appear during “Pandora’s Next Top Mouthpiece” when playing in multiplayer.
Borderlands 3 - 2kschug
Get your first look at the new campaign add-on and Takedown coming to Borderlands 3 this summer, plus a sneak peek at DLC 4.



The first-ever at-home episode of The Borderlands Show is in the books, bringing you world-first looks at two giant chunks of content coming soon to Borderlands 3. First up is Takedown at the Guardian Breach, another endgame gauntlet that'll put your skills and gear to the ultimate test when it arrives as a free addition to the base game on June 4. Then, a few short weeks later on June 25, you'll get to embark on a wild new adventure in Bounty of Blood: A Fistful of Redemption, Borderlands 3's third paid campaign add-on that pits you against a gang of beast-riding outlaws on the frontier planet of Gehenna.

Regular hosts Greg Miller and Fran Mirabella were once again joined by Borderlands Stream Team member MitsuShow, as all three shared their hands-on experience with Takedown at the Guardian Breach. Just like Takedown at the Maliwan Blacksite, this new Takedown will be an extreme challenge that scales to the number of players in your party, but is meant to push a full party of four Vault Hunters to the limit. Besides new enemies to contend with, this Takedown will feature tricky puzzles and low-gravity platforming sections to test your wits and hops when you're not blitzing a path through baddies.



For this Takedown, Tannis wants to send you on a reconnaissance trip to the planet of Minos Prime so you can track down the source of a mysterious Guardian signal. Upon arrival, you'll be besieged by a sect of rogue Guardians who have split off from their brethren and have irrevocably transformed Minos Prime. Along with hordes of new enemies, you'll have to overcome a miniboss and a final boss encounter, similar to the structure of the first Takedown. Should you survive, you'll be rewarded for your heroic efforts with a host of new item drops, including themed weapons, gear, and collectible cosmetics.

Next, the gang chatted with Gearbox's Matt Cox, Creative Director on Bounty of Blood: A Fistful of Redemption. As with the previous two campaign add-ons, Moxxi's Heist of The Handsome Jackpot and Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock, Bounty of Blood will feature an all-new setting for all manner of shooting-and-looting mayhem. But unlike those adventures, your Vault Hunter will be interacting with a cast of characters you've never crossed paths with before, all as part of a story being shared by an unseen narrator.



You'll travel to the harsh desert planet of Gehenna to claim a bounty on The Devil Riders, a vicious gang of bandits mounted atop fearsome beasts. The Devil Riders have been terrorizing the small town of Vestige, and you'll have to team up with the locals if you want any hope of administering some frontier justice. Along the way, you'll run into fresh faces like Rose, a warrior who's adept with pistol and katana alike, and Juno, a rough-and-tumble brawler with a checkered past. Your actions will have a direct impact on Vestige and its denizens, as you help build the town back up through story missions and Crew Challenges alike. As you do your part to restore order to Gehenna, the narrator will chime in to provide commentary on the action, or just give a bit of insight into some characters' innermost thoughts.

Bounty of Blood will also boast a bevy of new game mechanics to complement its story, like the customizable Jetbeast hoverbike that'll help you traverse the open plains of Gehenna in a hurry. "Every Western needs its horse," says Matt. "For the Vault Hunter, it's the Jetbeast, which is half jetbike, and half creature," and can be outfitted with artillery like dual machine guns or mortar weapons. There's also a slew of interactable objects found only on Gehenna that will aid you in combat and exploration. For instance, the Traitorweed can temporarily turn enemies into allies, while the Breezebloom will lift your Vault Hunter to great heights so you can reach otherwise-out-of-reach areas. And of course, there'll be loads of new loot to chase after, including plenty of Western-themed weaponry.



Alongside those big announcements, Matt also shared a piece of concept art for the fourth campaign add-on; we'll let the psycho-delic imagery speak for itself. You'll hear more about the fourth campaign add-on later on—but for now, get ready for Takedown at the Guardian Breach coming June 4 and Bounty of Blood: A Fistful of Redemption launching June 25.

As always, The Borderlands Show also delivered another SHiFT code for some precious Golden Keys. Make sure to redeem this SHiFT code here on Borderlands.com, on the Gearbox SHiFT site, or via the in-game Social menu in Borderlands 3 before it deactivates on June 4, 2020 at 11:59 PM PDT. Borderlands 3 and SHiFT account required to redeem. Each code may be redeemed once (1) per SHiFT account.
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Borderlands 3 - 2kschug
Today we will release a hotfix for Borderlands 3, which will be live on all platforms by 12:00 PM PST. This week’s hotfixes change Rare Spawns in the Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock campaign add-on and address a reported concern about world drops in Mayhem Mode. 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 https://support.2k.com/.

The Loot the Universe mini-event ends with this hotfix on May 21 at 9:00 AM PT! There will not be another mini-event in-game in preparation for the June 4 patch.
  • Changed Rare Spawns in the Guns, Love, and Tentacles campaign add-on to always spawn
  • Addressed a reported concern that world drops for Wotan were not dropping in Mayhem 4
Borderlands 3 - 2kschug
Catch the reveal of Borderlands 3's third campaign add-on and more during The Borderlands Show on May 21!

Borderlands 3's third campaign add-on is coming this summer, with shooting and looting in a brand new setting quite unlike those in the previous Moxxi's Heist of The Handsome Jackpot and Guns, Love, and Tentacles: The Marriage of Wainwright & Hammerlock add-ons. You'll get an in-depth look at this new adventure during The Borderlands Show Episode 7, premiering Thursday, May 21 at 8:00 AM PT. It'll be hosted from home by Greg Miller and Fran Mirabella from Kinda Funny, joined by Stream Team member MitsuShow, Creative Director on the third campaign add-on Matt Cox, and Borderlands 3 Live Creative Director Graeme Timmins as they talk about the mountain of stuff coming to Borderlands 3 in the next few months, including the upcoming campaign content, the next challenging Takedown, and more.



The Borderlands Show Episode 7 starts: May 21 — 8:00 AM PDT / 11:00 AM EDT / 4:00 PM GMT, May 22 — 12:00 AM CST, 3:00 AM AEDT

This episode is packed with big Borderlands news, including the full reveal of the third campaign add-on as Matt breaks down new characters, gameplay details, and more. There's also gameplay footage of the Guardian-themed Takedown endgame content, and even a concept art tease for the fourth campaign add-on. Mitsu will be discussing the community response to the changes in Mayhem 2.0, the overhaul to Mayhem Mode that's still being fine-tuned as detailed in a recent Dev Update. And as always, you can snag a time-limited SHiFT code for some sweet, sweet Golden Keys.

Make sure you don't miss The Borderlands Show Episode 7 at 8:00 AM PT on May 21 at http://twitch.tv/borderlands! If you can't make it, you can catch up on all the announcements when the post-show VOD is added to the official Borderlands YouTube channel.
Borderlands 3 - 2kschug
An update on Mayhem Mode and quality-of-life improvements coming to [/u]Borderlands 3.

On April 30, we released an update to Mayhem Mode in Borderlands 3. Since then, we've received a ton of feedback about the changes made in that patch. We want to give the greater community an idea of how we will be addressing the community concerns we’ve seen thus far.

Our intention for Mayhem 2.0 was to provide a significant difficulty for those looking to create and test their most powerful Vault Hunter builds, while also providing everyone a more engaging, dynamic, and fun end game. Players experience Mayhem Levels as a slider so they can move up and down between difficulties. Also, by incorporating the combinations of modifiers, you can find the level you enjoy most. Did you get that perfect roll on a piece of gear? Then move the slider up and put your new gear to the test! Or, do you need a night off and just want to blow stuff up? Move the slider down and enjoy the Mayhem! That said, we built Mayhem 2.0 with longevity in mind. We don’t expect everyone to slip into Mayhem 10 immediately. As we introduce more content, levels, and gear into the game, more people might find themselves comfortable at that level over time.

Concerns over Mayhem difficulty, gear balancing, scaled damage sources, and build diversity are among the concerns we've heard most often. We’ll address these and more over two phases and roll them out with the next two patches. This is to ensure that the changes match our expectations in testing before you experience them.

There are always unforeseen challenges when working on patches and hotfixes, so we will keep players posted on more concrete release timings as these updates continue to progress. Here's a look at some of the things we’ll implement.

Phase 1: Stat Scaling and Gear
Phase 1 focuses on the feedback we received about Mayhem Level stat scaling and gear changes. We’ll make these changes at the same time to complement each other.

With the upcoming Guardian-themed Takedown, we will lower the health, armor, and shield stat bonuses that enemies receive in the higher levels of Mayhem. We’ll also adjust over- and underperforming gear, so that more gear is viable and balanced with the new lowered stat bonuses found in Mayhem Levels 7 and above. Certain underperforming Anointments will also see a buff with this change.

This phase will also introduce a way to see which Mayhem Level your weapons and gear came from. In the item card, you’ll see a line that reads “Mayhem Level” and the corresponding number for the Mayhem Level where it dropped. You’ll see this text in the same area where Anointment descriptions are.

Phase 2: Character Balancing and Build Diversity
Phase 2 focuses on feedback concerning character balance and build diversity. The goal of this phase is to give players the ability to create viable builds using their Vault Hunter's signature Action Skills that simply didn't deliver enough power in the past. We are building a foundation from which the community can create new builds centered around gear or Action Skills.

In this phase, we will scale non-weapon sources of damage with Mayhem Levels. This will scale Action Skill damage (including pets and Iron Bear), Melee/Slam/Slide Damage, and Vehicle Damage. Grenade Mods will now also drop as pieces of Mayhem Gear and have bonus damage for each level of Mayhem, just like Mayhem Weapons.

To give your Action Skills a bigger boost, we also will add Skill Damage to Class Mods in this phase. These Class Mods will introduce powerful bonuses to Action Skills that will help with new builds and achieve the goal of letting you choose how you want to play your characters. We know the community will find the builds that do the most damage, but we anticipate a greater amount of builds made and played for fun after we make these changes. Additionally, we will look at all Anointments to enable a more even playing field between them all.

There's also the concern that chests and vending machines in Mayhem Mode do not currently spawn gear for that level of Mayhem. This will be corrected in the second phase; as it currently stands, we don’t have the ability to change it right this moment. We are in the process of creating the data for this new functionality to work and will need the time to test it along with all the other changes.

Performance and Stability
We continue to prioritize game performance and stability. Our first step was identifying Mayhem Modifiers that players reported as causing the most issues, then removing them via hotfixes until a later date. Since then, the reports of stability issues have significantly decreased. The changes that we'll make in these two phases will contain various Mayhem Mode optimizations and restore previously disabled modifiers.

Quality-of-Life Changes
Unrelated to Mayhem Mode, we’re testing some quality-of-life enhancements. 

Fight for Your Life will receive the improvements we highlighted on a previous Borderlands Show. Coming in the next patch, a player’s movement will slow while they are being revived and the interactive radius around the downed player will increase to prevent them from accidentally running away from their saviors. We also will implement a particle system to indicate more clearly when a player is being revived, along with new functionality so that multiple players will be able to speed up the reviving process by all coming to a downed player’s aid.

Common feedback we receive is for named enemies to have their own drops. We are looking at making those changes and spreading out the loot pool in a future patch. This will coincide with an increase to the drop rate for dedicated loot.

We want to ensure players have a use for all the Eridium they’ve collected throughout the galaxy. The Veteran Rewards machine will receive a shipment of mission-specific rewards that players can redeem once a mission ends. In addition, you'll have good reason to pull out the Eridian Fabricator, dust it off, and start shooting out weapons with your gun gun. We're considering ways to increase the rate of Legendaries that the Eridian Fabricator can shoot out at the expense of more Eridium for each trigger pull.

The Future
Community feedback is vital to us. Thank you for letting us know what you like and where we can improve. We read and see all the messages! Consider all the above just another step in our continual commitment to you and the quality-of-life improvements we're bringing to Borderlands 3. We’re excited to share even more planned changes and glimpses of all the content still to come!
Borderlands 3 - 2kschug
Today we will release a hotfix for Borderlands 3, which will be live on all platforms by 12:00 PM PST. In this week’s hotfixes, Loot the Universe starts on Nekrotafeyo, and we address some community concerns. 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 https://support.2k.com/.

The Loot the Universe mini-event is taking place on Nekrotafeyo this week when these hotfixes are live. Loot Nekrotafeyo until May 21 at 9:00 AM PT!
  • Activate the Loot the Universe event on Nekrotafeyo until 9:00 AM PT on May 21!
  • Addressed a reported concern where Mayhem would occasionally not award cash, Eridium, or XP after death
  • Addressed a reported concern that the Legendary weapons Storm and Firestorm were sometimes not spawning their elemental orbs when fired
  • Removed the inaccurate “Anointed Gunner” text from weapons with the non-character-specific elemental critical hit Anointment
  • Added the Mongol to Thunk and Sloth’s item pool and increased its damage
  • Changed the dedicated loot pools for Takedown at the Maliwan Blacksite’s boss and mini-boss, Wotan and the Valkyrie Squad
  • Increased the chance for more than one Legendary to drop from the dedicated loot pools of the boss and mini-boss in Takedown at the Maliwan Blacksite
We've thinned out Wotan's dedicated loot pool with today's hotfix. As a result, the Valkyrie Squad now drops the Takedown at the Maliwan Blacksite Shields exclusively from their dedicated loot pool, while Wotan drops the Takedown at the Maliwan Blacksite Weapons from its dedicated loot pool exclusively.  This does not affect world drops from these enemies. Paired with the change to allow more than a single Legendary to possibly drop at one time, players should have an easier and more consistent farming experience in this content.
Borderlands 3 - 2kschug
Today we will release a hotfix for Borderlands 3, which will be live on all platforms by 12:00 PM PST. In this week’s hotfixes, Loot the Universe starts on Eden-6, and we've addressed two community concerns regarding Mayhem Mode. 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 https://support.2k.com/.

The Loot the Universe mini-event is taking place on Eden-6 this week when these hotfixes are live. Loot Eden-6 until May 14 at 9:00 AM PT!
  • Activate the Loot the Universe event on Eden-6 until 9:00 AM PST on May 14!
  • Addressed a reported concern that the Mayhem modifier Galaxy Brain could sometimes cause Graveward’s loot to drop in a location the player could not access
  • Addressed a bug with Mayhem Mode that led to lower than intended drop rates for all Mayhem levels.
Borderlands 3 - 2kschug
Today we will release a hotfix for Borderlands 3, which will be live by 12:00 PM PST. In this week’s hotfixes, Loot the Universe starts on Promethea, and we address drop rates in Mayhem Mode and concerns reported by the community. To apply hotfixes, wait at the main menu until you see a sign that says “Hotfixes Applied”!

Thank you to everyone who has already jumped into Revenge of the Cartels and experimented with Mayhem 2.0! We’ve been closely monitoring feedback and are aware of some stability issues and concerns as a result of the April 23 patch. Since then, we’ve released additional hotfixes to temporarily disable two resource-intensive Mayhem Modifiers, Boundary Issues and Drone Ranger, and have already seen substantial improvements to performance and stability. We are continuing to focus our efforts on addressing your concerns. Today’s adjustments to drop rates and Anointment rates are another step toward incorporating community feedback. If you are experiencing any issues or want to provide additional feedback, please submit a ticket to https://support.2k.com/.

The Co-Op Loot Drop ends today at 9:00 AM PT!

The Loot the Universe mini-event is moving across the galaxy to Promethea! Jump onto the planet until May 7 at 9:00 AM PT, when it changes to Eden-6.
  • Adjusted the drop rate for Legendary items in Mayhem Mode
  • Adjusted the drop rates for Anointed gear in Mayhem Mode
  • Activated the Loot the Universe event on Promethea
  • Lowered the O.P.Q System’s secondary rate of fire to prevent stability concerns due to the Gunner’s ability to spawn an excessive number of drones
  • Addressed a reported concern that Badass Enemies in the Guns, Love, and Tentacles DLC were sometimes only dropping common and rare items
  • Addressed a reported progression blocker that could sometimes occur when enemies would fail to spawn during “Protect the Nibblenomicon”
  • Addressed a reported concern that The Amourettes would stand up and float when being defeated with the “Dominate” status effect during “The Horror in the Woods”
  • Addressed a reported stuck spot behind the wooden wall during the “The Shadow of Cursehaven”
  • Addressed a reported stuck spot on the pipes during “The Nibblenomicon”
  • Addressed a reported stuck spot on the right of the Amourette camp wall during “The Horror in the Woods”
  • Reduced the time between Moxxtails donations on the ECHOcast from 60 seconds to 30 seconds
If you’ve noticed a potential concern that has affected you that is not addressed in this update, please send us your data! Many factors are at work and collecting info from a variety of folks can go a long way to help us find commonalities, identify the root cause, and address confirmed issues.

The best way to get us your data would be to open a support ticket and include the following information:
  1. Summary of the issue.
  2. Frequency of the issue – how often is this happening?
  3. The platform you’re playing on. If PC, include a dxdiag log and crash dump.
  4. Your game state when you experienced the issue: (map, mission, character, player level, True Vault Hunter playthrough, single-player vs. multiplayer, offline vs. online, etc.)
  5. Do you know the steps to make this problem happen again? What are they?
Borderlands 3 - 2kschug
Check out Revenge of the Cartels, the new Borderlands 3 seasonal event bringing you limited-time loot and rewards.



Soak up some rays, rock those neon colors, and bust crime like it's the '80s in Revenge of the Cartels, the free seasonal event happening in Borderlands 3 from April 23 to June 4. Revenge of the Cartels features an all-new area, fresh enemy types, limited-time Challenges, and of course, tons of gear to collect including new Legendaries and Anointments.

In his continued studies of human customs, your Saurian crewmate Maurice has gotten himself mixed up with the wrong crowd, and now finds himself indebted to Joey Ultraviolet, the kingpin of the Eridium Cartel. To save Maurice's scaly hide, you'll need to take the fight to Joey and his gangs of underlings at Villa Ultraviolet, an opulent hideout overlooking a tropical paradise.


Traveling to Villa Ultraviolet
The first time you log in during Revenge of the Cartels, you'll get a repeatable quest from Maurice aboard Sanctuary III that must be completed in order to reach Villa Ultraviolet. During the event, neon-glowing Cartel Operative enemies can be found lurking around the galaxy, including areas from campaign add-ons. When you kill an Operative, a dead-man's switch signal is sent to their cohorts, and some Cartel Thugs will warp in to avenge their slain comrade.

Be on your guard, because Cartel Thugs might also be accompanied by one of the Eridium Cartel's Underbosses. These are unique, Badass-level enemies belonging to one of the Cartel's three gangs (more on those in a bit). Eliminating these reinforcements will net you Hideout Coordinates; once you've collected enough of these, Maurice can open up a portal that leads directly to Villa Ultraviolet.


Going up against Eridium Cartel gangs
Once you make it to Villa Ultraviolet, you'll have to battle your way through hordes of Eridium Cartel members belonging to one of three distinct gangs. You might encounter the tech-obsessed cyborgs of CryptoSec, the meat-charring debt collectors of The Burnt Ends, or the Eridium dust runners known as The Purpatrators.

Each gang has their own Underbosses, who you'll need to take down in addition to Joey Ultraviolet himself—and each gang has its own Legendary loot pool, so multiple visits to Villa Ultraviolet are highly encouraged. Every time you clear out Villa Ultraviolet, one of the other gangs will rise to fill the power vacuum, so you won't take on the same gang twice in a row. Maybe you'll be lucky enough to find gear with new Anointments that trigger bonuses when you first activate your Action Skill, or new Legendary weapons like the O.P.Q. System assault rifle that can shoot an auto-firing copy of itself targeting whatever you're looking at.


Revenge of the Cartels seasonal rewards
In addition to each gang's new loot, Revenge of the Cartels introduces a new set of limited-time Challenges you can complete to earn themed cosmetic rewards. There are 18 Challenges in all that are only available while Revenge of the Cartels is live, and you can track your progress via the event tab in your ECHO Device menu. Here's a breakdown of the cosmetic items you'll collect depending on how many event Challenges you've completed:
  • 3 Challenges: 'VECH-tor Graphics' ECHO Device Skin
  • 6 Challenges: 'Retro Outrunner' Weapon Trinket
  • 10 Challenges: 'Framed Firewall' Room Decoration
  • 14 Challenges: 'Hotline Pandora' Vault Hunter Head
  • 18 Challenges: 'Death by Filigrees' Vault Hunter Skin
As with other seasonal events, you can turn the event on or off at any time between its start and end dates via an option in the Main Menu. In multiplayer, the host's choice will determine if the group sees Revenge of the Cartels content.

Revenge of the Cartels will kick off via a patch on Thursday, April 23 and is scheduled to run for six weeks ending on June 4. Good luck taking down the Eridium Cartel, Vault Hunter—Joey Ultraviolet and his gangs won't know what hit 'em!

Check out the other big update coming with the April 23 patch: Mayhem Mode 2.0!
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