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 July 30). In this update, we focused on some quality of life update and some player reported 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/.
New Quality of Life Changes
Legendary firing mode for Fabricator
The Fabricator now has an alternate firing mode called Legendary that spawns between 1 to 3 Legendary weapons for 250 Eridium. You will switch into this alternate firing mode like any other weapon and will see purple effects when firing the Fabricator.
Mission Rewards available in Veteran Rewards Vending Machine
Players can now purchase previously rewarded mission rewards in the Veteran Rewards Machine just outside of Crazy Earl’s door on Sanctuary III. As missions are completed, their rewards are added to the pool and can be purchased using Eridium!
Legendary Gear available in Vending Machines
We have rebalanced vending machines based on community feedback. Vending machines of all type have a small chance of providing Legendary gear for purchase. We’ve also removed Uncommon (green) Rarity gear from the Item of the Day pool.
Chests and Badass reward adjustments
The quality of rewards found in chests and dropped from Badass enemies have been subtly buffed. Our goal is to make sure chests feel rewarding and exciting, and players feel properly rewarded for defeating difficult enemies.
Dedicated loot pool adjustments
The dedicated loot pools for bosses have been given a dramatic overhaul in hopes of making for a more reliable and satisfying farming experience. Most bosses have two pieces of gear assigned to them, though there are exceptions. To reach this goal, we enabled respawning on the following bosses and reshuffled gear between bosses more evenly.
Dumptruck
Undertaker
Mincemeat
Buttmunch and Trufflemunch
Sheega
Rohner
Rax
Max
Archer Rowe
Bloodshine
Muldock, the Anointed
Artemis
Apollo
King Bobo
King Gnasher
Anointed X2
Anointed X3
Anointed X4
Azalea
Preston
Anointment pool adjustments
To further improve the farming experience, we examined the Anointment pool and determined some weren’t engaging the community as we hoped. Given the depth of the pool, we have removed the following 21 Anointments. Any gear that currently has these Anointments will continue to function properly, but gear dropped after this update will no longer roll with these Anointments.
While Airborne, Critical Damage is increased 25%
While Airborne, Damage is increased by 30%
While Airborne, Fire Rate is increased 20%
While Airborne, Accuracy and Handling are increased by 75%
While Sliding, Damage is increased by 40%
While Sliding, Accuracy and Handling are increased by 50%
While Sliding, Fire Rate is increased by 25%
While Sliding, building up energy that refills a portion of your shields.
While an Action Skill is Active, reduce all incoming damage by a small amount
While an Action Skill is Active, 250% of health damage taken is returned to the attacker as shock damage.
On Action Skill End, Critical Damage is increased by 25% for a short time
On Action Skill End, create a cyber spike that damages nearby enemies
On Action Skill End, spawn a healing pool for several seconds
On Action Skill End, Fire rate is increased by 11%, & reload speed by 26% for a short time
On Action Skill End, Weapon Accuracy & Handling are greatly increased for a short time
On Action Skill End, Movement speed is increased by 5% for a short time
On Action Skill End, 30% of damage taken is returned to the attacker for a short time.
After exiting Iron Bear, do not consume ammo for 5 seconds
After using Phaseslam, damage taken is reduced by 20% and movespeed is increased by 12%
After using Phasegrasp, Weapon Accuracy and Handling are greatly increased
A note on drop rates
A few bosses have had some minor tweaks made to improve their looting experience, but we have left most of the drop rates unchanged. With the thinning of the dedicated loot pools and the removal of 21 Anointments, we decided to observe these changes first then make changes as needed in the future.
Stability
Addressed a reported crash that could occur in splitscreen
Reduced the number of projectiles that spawn due to damage dealt when using multiple elements on enemies and limited the number of times projectiles bounce to 4
We have adjusted how projectiles from damage events spawn. We found spikes in stability and performance concerns when too many elemental projectiles were spawning during gameplay. This was due to some weapons spawning many more projectiles than game performance recommended. The Recursion, Carrier, Bearcat, Lead Sprinkler, and others will see the effects from this change. We will be monitoring how players will be using these weapons for any possible adjustments in the future.
General
Included additional supported languages for the Bounty of Blood campaign add-on
Addressed a reported concern that sometimes caused Trophies / Achievements to remain locked when all named locations were discovered
Retroactively awarded Trophies / Achievements to players that met the requirements
Addressed a reported concern where the Traitorweed projectile would only appear on the host player
Addressed a reported concern where the Vladof "Core Buster" grenade mod could damage allies with child grenades spawned after the first explosion
Addressed a reported concern where standing on the inactive jump pad as Scourge teleports the user will launch them out of the map and kill them on the second teleport in Takedown at the Guardian Breach
Addressed a reported concern where Anathema the Relentless was not using the correct death damage data in Takedown at the Guardian Breach
Addressed a reported concern where weapon trinkets would disappear from the collection after relaunching the game in the Bounty of Blood campaign add-on
Addressed a reported concern where the Jetbeast mortar weapon was dealing damage twice
Mayhem Mode
Addressed a reported concern where the splat attack from the Beastmaster’s pet Scorcher was unintentionally receiving Mayhem damage scaling multiple times
Increased Pet Damage Scaling in Mayhem
After making changes to the Scorcher’s splat, we wanted to make sure it and other pets still felt fun and capable of competitive amounts of damage in Mayhem, so we buffed pet damage accordingly.
Addressed a bug where the Operative’s Digi-clone was interacting with certain weapons like the O.P.Q. in a way that received Mayhem damage scaling multiple times
Addressed a bug where the Gunner’s Iron Bear and certain class mods like the Mind Sweeper could interact in a way that received Mayhem damage scaling multiple times
We identified a behavior in our damage pipeline that created opportunities for certain gear and skill combinations to do excessive amounts of damage. We determined these combinations were not aligned with the rest of the game and made a solution that better fits our intended balance goals.
Addressed some concerns that the Gunner and Operative were experiencing unintentional levels of damage increase with a variety of class mods in Mayhem mode
Addressed a reported concern where the Anointment "While an Action Skill is Active, constantly trigger novas that deal X damage" was incorrectly scaling when players received Mayhem modifiers scaling skill damage
The Siren’s Ties that Bind skill now scales properly with Action Skill Damage
Addressed a reported concern that the Cosmic Crater Legendary Artifact did not scale the elemental puddle damage with Slam damage in Mayhem
Character
Players can no longer emote cancel to exploit Anarchy stacks
Addressed reported concerns where FL4K's Head Count passive did not function
Addressed a reported concern where the Vibration effect from FL4K's "Burst Aid" augment persists after the action skill ends
FL4K's pets now use the correct color when using the Spec'd Out skin for clients
Addressed a reported concern where FL4K’s normal Jabber pet attack command was not functioning correctly
Updated the Gunner’s Selfless Vengence skill to scale the duration with each rank invested
Removed the ability for the Gunner to skip the boss’ teleport action in Takedown at the Guardian Breach by entering or exiting Iron Bear as the teleport action is being performed
Addressed a reported concern that the Grenade Launcher did not deal extra damage when equipped with the Stainless Steel Bear passive ability while using Moze’s Auto-Bear
FX
Addressed a reported concern where the FX would persist after using the second slam with the Mind Melt artifact effect already active
Addressed a reported concern where the Mind Melt artifact first-person FX only showed on the host player
Audio
Drunk William's idle VO will now have audio during the "Blood from a Stone" mission
Scourge's death dialogue has been added to Takedown at the Guardian Breach
UI
UI Optimizations
Made improvements to the News Widget UI
Addressed a reported concern where a placeholder prompt appears when the player drives the vehicle to the level transition in The Blastplains in the Bounty of Blood campaign add-on
Updated scrollbar button states for Mail
Addressed a reported concern where multiple options within the Visuals menu had placeholder description
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 to https://support.2k.com/.
The Gunner’s Anarchy stacks no longer are lost when entering Iron Bear
Addressed a bug that was causing the Siren’s radiation elemental Anointment to do less than indicated in the description
Changed the listed damage increase on the Siren’s Personal Space to reflect what is happening in-game
Addressed a reported concern that the Beastmaster’s Rage and Recover skill was not increasing the healing rate of pets
Adjusted the Siren’s Ties that Bind Skill to reflect the damage being dealt in game
Addressed a concern that players were able to access unintended areas in Her Blind Eyes in Takedown at the Guardian Breach
Addressed a stuck spot near two Eridian chests before encountering Anathema the Relentless in Takedown at the Guardian Breach
Addressed a stuck spot in “When the Iron Falls” in Takedown at the Guardian Breach
Addressed a concern that enemies effected by the Siren’s “Glamour” skill were immune to damage and could not be killed by the player
Corrected the Hydragoian’s nameplate to show Radiant Bellik
Addressed a reported concern that enemies riding mounts would become permanent allies with the Siren’s “Glamour” skill against a “Telezapper” in the Bounty of Blood campaign add-on
Addressed a perceived mission blocker when Doc Stanley would fail to turn back into an enemy after being affected by the Siren’s “Glamour” skill during “Miracle Elixer Fixer” in the Bounty of Blood campaign add-on
Addressed a perceived mission blocker when Soapy Steve would fail to turn back into an enemy after being affected by the Siren’s “Glamour” skill during “Dirty Deeds” in the Bounty of Blood campaign add-on
Addressed a concern that Rose would stay in the room before reaching the Quartermaster’s boss area in the Bounty of Blood campaign add-on
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 address some reported concerns. We are still monitoring the feedback from the character changes around the previous patch and identifying what we would want to adjust and how.
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/.
Some players have expressed an interest in shields that do damage to enemies being scaled with Mayhem. We are looking to add Mayhem scaling to those shields in a future update. While assessing, we noticed that the change that allowed Mayhem gear to spawn in chests and vending machines also applies to the guns that spawn with enemies. This results in a Mayhem 10 enemy’s weapon doing Mayhem 10 damage to its target. This wasn't initially intended, and we are monitoring how this is affecting difficulty in higher levels of Mayhem and are looking into how it could be addressed in a future patch.
Patched a hole in the Atrium of the Bounty of Blood campaign add-on to prevent players from busting through the wall and seeing the other side
Addressed a reported concern that some damage effects from Lucky 7 sometimes did not function after exiting Iron Bear
Today we will release a hotfix for Borderlands 3 that addresses Mayhem damage scaling. 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.
Addressed a reported concern that Dakka Bear was negating Action Skill Scaling
Addressed a reported concern that Zane, the Operative was not receiving it's intended action skill bonus
Bounty of Blood, the third campaign add-on for Borderlands 3, is available now! This release coincides with a free level cap increase that raises the maximum Vault Hunter level to 60.
Vault Hunters, mount up! The Sheriff of Vestige on the frontier planet of Gehenna has issued a bounty on the Devil Riders gang, and it's time to collect. The violent, beast-riding mercenaries have been harassing the townsfolk, and their unwanted attention is taking such a toll that the locals have started turning to outsiders for help. These folks are tough as hell—they wouldn't have survived this long on a brutal, unforgiving planet that was previously a weapons testing ground otherwise—and they'll do what they can to help. But it falls on you to take the fight to the Devil Riders and put them in the ground so the town can be rebuilt and folks can get back on their feet.
Bounty of Blood is the third of four campaign add-ons that are included with the Borderlands 3 Super Deluxe Edition and Season Pass. It's also available to purchase separately, though you'll need to own a copy of Borderlands 3 to play it.
What's New:
Traverse the open plains of Gehenna atop the new heavily-armed Jetbeast vehicle
Enjoy the company of an unseen narrator as you tackle new story and side missions
Encounter an all-new cast of tough-as-hell characters
Leverage local flora to gain an edge in combat and explore otherwise inaccessible areas
Help rebuild the town of Vestige, where your successes have a lasting impact on the locals' livelihoods and town landmarks
Take on a host of additional Crew Challenges, like tracking down treasure or claiming bounties on beasts and bandits alike
Collect new Legendary loot and cosmetics pried from the cold, dead hands of rowdy gang members and feral critters
Regardless of whether you own Bounty of Blood, today's free level cap increase means that your Vault Hunter can unlock three additional skill points on their way to the new maximum level of 60. If you'd like to explore interactive versions of the Vault Hunters' skill trees and figure out what three more skill points can do for your favorite build, head on over to the pages dedicated to Amara the Siren, FL4K the Beastmaster, Moze the Gunner, and Zane the Operative.
In order to reach Gehenna with an existing Vault Hunter, you'll need access to Sanctuary III, the starship you get by completing Episode 5 of Borderlands 3's main story missions. When you're ready to travel to Gehenna, look for the wanted poster—highlighted with a yellow exclamation mark—on the table in front of the Quick Change station on Sanctuary III.
Alternatively, if you don’t have access to Sanctuary III yet or are looking for an excuse to start playing as a new character, you have the option to create a new Vault Hunter and have them bypass the opening acts of the Borderlands 3 story so you can head to Gehenna right away. Once the campaign add-on is installed, select Play on the main menu, followed by New Game; you'll then get to choose which storyline you want to jump into.
The decent folks who call Vestige home are counting on you, Vault Hunter. You'd best go help them as soon as you're able.
Today we will release an update for Borderlands 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 to https://support.2k.com/.
New Content:
Added support for Borderlands 3's third campaign add-on: Bounty of Blood!
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 to https://support.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
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 give a buff to the Webslinger weapon and address some grammatical errors. 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/.
Increased the damage and magazine size of the Webslinger assault rifle
Addressed various reported localization and grammatical errors throughout the game
On Tuesday, June 16, we also released a hotfix for Takedown at the Guardian Breach that’s currently active in the game. This hotfix lowered the health values of mob enemies, based on community feedback.
Today we will release a hotfix for Borderlands 3 that will be live by 2PM PT. This update significantly reduces enemy mob health in 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 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.
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.
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.