Today we will release an update for Borderlands 3, which will be live on all platforms by 12:00 PM PST (with the exception of Mac, which is planned to go live on June 18). This update adds the new takedown: Takedown at the Guardian Breach, addresses the first phase of changes to Mayhem 2.0, and addresses some player-reported concerns.
The seasonal event Revenge of the Cartels officially ends today at 9:00 AM PST! We hope everyone enjoyed the experience, the music, and the gear! With today’s patch and hotfixes, players will no longer be able to travel to the Villa—until next year! For those worried about the availability of the awesome Anointments that dropped as part of this event, those are here to stay! Make sure that you have your hotfixes applied to ensure that they are part of the pool of potential dropped Anointments!
To apply hotfixes, wait at the main menu until you see a sign that says “Hotfixes Applied”! If you are experiencing any issues or want to provide feedback, please submit a ticket to support.2k.com.
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.
- 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
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.
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 four changes above were made to keep Mayhem 2.0 running smoothly, and we will continue to monitor the performance of Mayhem 2.0 and make adjustments in the future. The Boundary Issues and Drone Ranger Mayhem Modifiers are continuing to go through testing and are not going to be turned back on at this time.
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.
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.
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.
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.
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.
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.
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.
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.
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