This week's Borderlands 3 hotfixes, which will be live on all platforms by or before 3:00 PM PDT today, address some player character passive abilities, gear balance, and some quality-of-life issues across the game. We're watching the character builds that players are creating and are looking through all the different gear available to make sure that there is something for everyone. This week, and in the coming weeks, there will be further adjustments to gear with the hopes of creating even more build types. Our goal is to adjust some of the less-used Legendary gear to bring them to the same level as some of the more popular options.
In addition, we are addressing reported bugs and are hard at work continuing to address other performance concerns. Thank you so much for your feedback and support. Please continue to submit any bugs you run into at support.2k.com.
We addressed a concern that Alacrity was only rewarding players one point worth of bonuses even if the player put in more than one point. In addition, we wanted Phasegrasp to be more accessible to all weapon types and play styles, so we doubled the range to grasp an enemy.
The Bloodletter class mod was creating some overwhelming synergies for Moze so we increased the delay and decreased the recharge rate of the shield to compensate. This should help encourage the intended use of this class mod, which is to heal shields manually, not automatically. Means of Destruction’s re-trigger delay was adjusted again because the change limited other builds beyond creating infinite grenades. The infinite grenade bug will be addressed in a future patch but we wanted to enable other builds that use Means of Destruction so we dramatically reduced the re-trigger delay to a reasonable number.
The Leave No Trace change last week to FL4K was to forcefully inject the functionality of a cooldown into the ability. However, the value that was added was never the intended the value. We dramatically lowered it to retain the promise of the ability but with a cooldown that still allows players to gain ammo without dramatically removing a core aspect of a weapon’s gameplay loop.
We noticed that some enemies were spawning at lower levels than expected in the later parts of the campaign. Players should no longer see enemies that are dramatically lower levels than other nearby enemies in certain areas.