Any Borderlands 3 early adopters?

I figured it out and got my car.

The game feels… clumsier than B2. Harder to use.

To me it feels less clumsy because I can do more. I love the sliding and the ability to grab ledges to get to places.

But those things are definitely new and they can be tough to get used to. I can see having trouble because it’s a lot more of a platformer than before. But I play a lot of games that are like that and it feels natural.

I thought the pre-sequel was clumsy. Part of it was the low gravity stuff, part of it was (what felt like) weak level design. If I hadn’t enjoyed playing as Claptrap so much I probably wouldn’t have played it much at all, but I liked playing as him with a build based around explosions.

But a game’s “feel” is so subjective it’s not something you can argue, your mileage will always vary.

yes i played it saturday and they magnified the oneng ive hated since BL1 the “go here but spend an hour wandering in circles because you didn’t notice the skull on the crack in the canyon means your supposed to go through said barley visible way to your objective BS”

never mind you could just shoot through the junk sheet metal used for a fence …

and if the jokey references are as groanable as the mommy dearest joke … well its gonna be a long game … not to mention the wannabe bandit whos supposed to parody the wannabe gangsters these days …(a friend im playing calls him the whigger of the future )
Whos the bruiser/berzerker class in this one? we couldn’t figure out if there was one …the thing i do like is theres lots more side stuff to do

things respawn although thats a mixed bag when your with a friend you need to help and the new u is 50 mile run back ot them … but so far its just 2 with window dressing …

I think the Siren gets a hefty melee build out of one of her three choices, but I haven’t looked into it too far. Until I figure out how these games work, all my characters are snipers.

I’m running into the same issue I’ve run into in previous Borderlands games, which is that a particular build only works if you have the right weapons for it… if your spec is all shotguns, and your shotguns are no good, it’s not gonna work. It seems to be compounded in B3 by the one billion guns they’re proud of putting into the game… with that many different random possibilities, the odds that any given gun is going to work for your spec are vanishingly small, so almost everything I find is crap. At any given time, I’ve got maybe one good gun and I have to loot every ammo box I find to keep it fed.

yeah the guns are ammo sponges and the drops are stingy…and no offense I dont think anyone would miss the physical reloading … I mean I wan ta Rambo clip until ammo runs out …

I would love an option to have common weapons and shields just stop existing. Drop nothing instead.

Sniping is harder in this game. The battlespaces are more built up and compact, and hanging back and picking guys off - my favorite thing to do in B1 and B2 - just isn’t as effective an appproach.

I do like the Cyclone, though. Come on, it’s just cool.

whats with having to find the side missions after they’re requested? i had claptrap and moxxi mention things for me to do but they never showed up …

In most FPS games I prefer sniping and I carry a sniper rifle in BL3 for those rare occasions when it’s useful but that’s rare. I play Zane and with my build I do more gun damage the faster I move so I get in pretty close and strafe people with hand guns, shotguns, and assault rifles. It’s quick and dynamic and fun. I feel like the more I am patient and precise the less effective I am.

I also don’t like SMGs but I never liked them in the older games either. It feels like throwing a handful of pennies at things.

I am loving Torgue weapons with sticky rounds. Get an assault rifle and put 16 rounds on an enemy then they blow up with a stacking damage bonus for each round, I melt bosses with them. The guns are so complex in this game it’s like I never stop learning new gear strategies.

This Reddit thread talks about this. When an NPC quest giver changes locations because you’re advancing the main storyline, it changes the parameters of the side missions. I never run into this issue because I have a habit of wiping out side missions before main missions. It’s a habit of mine in all games.

https://www.reddit.com/r/borderlands3/comments/d4kkrx/side_missions_disappearing/
This is a feature, not a bug. The side missions “evolve” with your game so that if you skip them and do them later, they stay relevant. You’re not doing level 8 side missions when you’re level 24.

Gotta play the game myself. The gameplay looks awesome) Gunner/Mech character is more likely to be chosen for a play

Just an FYI on a Hotfix being pushed out today with serious balance implications.

https://forums.gearboxsoftware.com/t/borderlands-3-hot-fixes-9-27-2019/3675684/86

[spoiler]Weapon Hotfixes

Sniper Rifles

Sniper rifles deal high damage but felt a little cumbersome to use in certain scenarios. This change will increase their overall damage and increase usability in more combat engagements.
[ul]
[li]Critical Damage increased by 20%[/li][li]Fire Rate increased by 15%[/li][li]Time to Aim Down Sights (ADS) reduced by 15%[/li][li]Time to Equip reduced by 20%[/ul][/li]
Pistols

Jakobs and Torgue Pistols were outperforming other manufacturers, dealing damage to groups of enemies at a much higher rate than other pistols. This change keeps their identity intact but reduces overall group control. TEDIORE, DAHL, and Children of the Vault Pistols have manufacturer penalties that affected their overall damage. Increasing their overall damage will overcome some of the penalties while retaining their unique gameplay style and feel.
[ul]
[li]Increased damage on all TEDIORE Pistols by 15%[/li][li]Increased damage on all DAHL Pistols by 15%[/li][li]Increased damage on all Children of the Vault Pistols by 20%[/li][li]Reduced damage on Jakobs Pistols by 15%[/li][li]Reduced damage on Torgue Pistols by 10%[/ul][/li]
Maliwan Manufacturer

Maliwan weapons had reduced overall damage because they applied elemental DoTs at a rate and damage greatly above other manufacturers. This effect was toned down before launch, but the overall damage was not sufficiently adjusted to compensate for the reduction in elemental DoTs. We’re adding back some of the overall damage and making the weapons faster so elemental builds can really take advantage of Maliwan weaponry.
[ul]
[li]All Maliwan Weapon Damage increased by 25%[/li][li]All Maliwan Weapon Fire Rate increased by 20%[/ul][/li]
Atlas Manufacturer

Atlas weapons relied on a game loop that we felt gave players a greater advantage when used correctly. Turns out the loop is not used if the damage doesn’t compensate for the time to set up. So now damage on Atlas weapons should facilitate players using them in general on top of feeling badass when they take advantage of Atlas technology.
[ul]
[li]All Atlas Weapon Damage increased by 25%[/ul][/li]
Miscellaneous Adjustments

The Jakobs Assault Rifle change was to differentiate the Assault Rifle from the pistol as more of a mid to long range powerhouse. Since the Assault Rifles have low mag sizes compared to other Assault Rifles, they’re getting a slight increase to overall damage to compensate. DAHL SMGs had their Fire Rates adjusted down before launch but their damage was never sufficiently increased so they should feel more appropriate compared to other SMGs. And the Vladof Heavy Weapon damage has been increased to share in the full Heavy Weapon treatment.
[ul]
[li]Jakobs Assault Rifles Damage increased by 20%[/li][li]DAHL SMG Damage increased by 10%[/li][li]Vladof Heavy Weapon Damage increased by 25%[/li][li]E-Tech TEDIORE Shotgun Damage increased by 50%[/ul][/li]
Legendary Modifications

We’re going to be making a larger, comprehensive Legendary gear pass but we have included the following changes. King’s and Queen’s Call were modified to lower the fire rate. The weapon has a limited burst shot count so overall feel of the gun isn’t dramatically affected.
[ul]
[li]King’s and Queen’s Call Fire Rate reduced by 50%[/li][li]Firestorm and Storm base Charge Times were reduced to 1 second (down from 2)[/ul][/li]
Graveward

Graveward’s beam attacks did not properly scale based on level so at higher levels, the two beam attacks hardly phased players. Players will find his attacks to be more lethal now. In addition, Graveward is a very large enemy and is too easily susceptible to elemental damage unlike the other large bosses. Elemental damage on Graveward is now greatly reduced but to compensate, Graveward’s overall health was reduced.
[ul]
[li]Attacks of Graveward now scale based on level[/li][li]Reduced overall health by 20%[/li][li]Increased resistances to Elemental Damage[/li][li]Elemental Chance Resistance increased by 70%[/li][li]Elemental Resistances increased by 30%[/li][li]Elemental DoT Duration taken reduced by 30%[/li]
Miscellaneous Changes
[list]
[li]Hollow Point Guardian Rank has been temporarily disabled. We plan on addressing this further in a future patch.[/li][li]Vault Hunters should no longer scream when affected by a DoT while shields are active.[/li][li]Vending Machines will now be restocked with higher quality “Items of the Day”.[/li][li]Adjusted a visual concern on Maliwan Shotguns with Cryo Element.[/li][li]Legendary loot drops have been balanced throughout the game. Crew Challenge enemies will drop their intended specific loot, and some enemies like Troy and Rampager will be a bit more stingy and no longer drop Legendaries every kill.[/ul][/li]
Vault Hunter Adjustments

Zane

Zane’s gadgets were great at providing additional utility but lacked impact as players leveled up. We increased the Digi-Clone damage with all equipped weapon so the skill can scale better with players as they get to higher levels and harder content. The Drone requires a lot of player involvement to take full advantage of its damage output and increasing the base damage as well as the augments will greatly increase the Drone’s versatility and reward players even more for using it effectively.
[ul]
[li]Digi-Clone Damage Increased by 38%[/li][li]Drone Damage increased by 50%[/li][li]Cryo Bullets damage penalty removed[/li][li]Drone Rocket damage increased by 50%[/li]Almighty Ordnance Rockets damage increased by 75%[/ul]

Amara
[ul]
[li]Guardian Angel health restoration reduced from 100% to 50%[/li][li]Glamour damage penalty reduced from -30% to -10%[/ul][/li]
FL4K

Guerillas in the Mist’s bonuses greatly outweighed its penalty to the base skill. We don’t want to remove the playstyle completely, but the overall damage output had to be slightly adjusted because it was outperforming other builds. We’re monitoring the changes and may make another change to the ammo return in a future patch.
[ul]
[li]Guerillas in the Mist duration reduced from 8 seconds to 6 seconds[/li][li]Guerillas in the Mist Critical Damage Bonus reduced from 50% to 25%[/ul][/spoiler][/li]Im a little bummed about the pistol nerfs to Jakobs and Torgue, but then I realized that the fact I’ve only used those two manufacturers for pretty much the whole game is a good reason to nerf them. :slight_smile:

I think the Zane buffs will help me a lot. I’ve been struggling with bosses.

Almighty Ordnance had its damage quadrupled. I was thinking of dropping it but not anymore. :slight_smile: