 So guys today is the day the Guardian takedown arrives and with a gigantic patch which Gearbox have just dropped details on today we go through the entire thing. How's it going guys my name's DP Jane today I bring you another BL3 video if you do enjoy it leaving a like really helps out and subscribe if you do want to see more so let's get straight into the patch notes guys today we will release an update for Borderlands 3 which will go live or be live on all platforms by 12 p.m pst this update adds the new takedown the takedown at the Guardian breach addresses the first phase of changes to mayhem 2.0 and addresses some player report concerns the seasonal event revenge of the cartels officially ends today at 9 a.m pst we hope everyone enjoyed the experience the music and the gear with today's patch and hot fixes players will no longer be able to travel to the villa until next year so people it's coming back next year that's a confirmation for those worried about the availability of the awesome anointments that dropped as part of this event those are here to stay which I've covered in the past make sure that you have your hot fixes applied to ensure that they are a part of the pool of potentially dropped anointments to apply hot fixes to wait the main menu until you see a sign that says hot fixes applied as you know people so gain into the actual details of the patch and the patch notes new content added support for new free content being added to the base game of Borderlands 3 takedown at the Guardian breach fight for your life improvements added cooperative reviving when more than one person is reviving a down player the player will be revived faster this is only supported for cooperative players slowed the movement speed of down players who are actively being revived by a cooperative player increase the interactive radius around down players to make it easier to start reviving them added visual effects to the damned player being revived and the player reviving the down player to help visualize the act of reviving added support to show mayhem levels on item cards now this is a big one people this basically shows the level of the weapon save you have a chaos and you had it dropping mayhem 10 you don't know if it's a mayhem 10 weapon this will confirm that by adding details on the weapons item card stating if it's a mayhem 10 9 8 7 6 5 4 3 2 1 okay stability addressed every point of concern where some players could experience a crash after being kicked three times in a row from a host game addressed every point of concern of a crash that could sometimes occur after a client response in the mission and using speed demons in comrades hold addressed every point of concern of a crash that could sometimes occur when engaging with enemies with the wedding invitation with the galaxy brain mayhem modifier active addressed every point of concern of a crash that could sometimes occur when the horse entered combat at the beginning of the fourth round in the system of slaughter addressed several reported crushes optimizations improve performance when navigating vending machines ui optimizations for consoles improved inventory performance improve quick menu performance improve main menu performance improved item inspection performance improved body widget performance improve model tutorial performance improve memory by removing unnecessary frames from the skill tree menus improve performance when dragging and dropping items in their inventory menu addressed every point of concern that players could sometimes experience a noticeable frame rate drop when navigating the character menu in split screen addressed every point of concern that performance would sometimes drop after picking up the echo lug during the demon in the dark in comrades hold and improved hard performance general addressed every point of concern that the camel would sometimes tilt sideways when using the high fire rate weapons and strafing at the same time disabled or controlled input when a game window is not in focus on pc disabled access to the quick menu and players are in vehicles or turrets addressed every point concern that an outrunner can sometimes be launched into the air and out of playable space when a user enters the vehicle immodium metropolis addressed every point concern that the bodies of dead enemies would sometimes stretch when inside the elevator in comrades hold addressed every point concern that the horse player can escape the map when crouching in the doorway of a client's room when they leave their session in sanctuary addressed every point concern that hitting an out of bands area with a vehicle trigger fight for your life address the cost of ammo at vending machines to derive from the players level instead of the vending machines level addressed a concern that pinstripes and filigree were sometimes missing from some players skins addressed every point concern that the anointment 300% damage above 90% didn't work with non flesh enemy types addressed every point concern that guardian perks would only be considered active during this session you unlock them in addressed every point concern that elemental puddle decals would sometimes remain the clients when reloading the map while the puddles are present updated credits added previous hot fixes to the game addressed every point concern where the hint bar would appear spaced out and stretched across the bottom of the screen in the skill tree menu addressed every point 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 to get a new one in borderlands science addressed every point concern where a borderlands science booster could be removed when joining another game session character addressed every point concern that the operatives action skill anointed effects can be affected by other action skills when activating two action skills at the same time the echo cast added an in world marker to improve discoverability of muckstale's chest in game addressed every point concern in echo cast where the muckstale buff was the last one joining another game session addressed every point concern with echo cast where the red chest win account stat was incorrect effects addressed every point concern where smoke or steam would flick out in sanctuary after extended gameplay okay so unto mayhem 2.0 rebalance mayhem stats for enemy health shields and armor in mayhem level seven eight nine and ten mayhem level seven eight nine and ten had their stat bonuses to health shields and armor reduced on mayhem 10 the bonus is now 10 000 instead of 12 500 percent and the curve from level 7 to 10 has been adjusted accordingly made a change so only the horse player can roll or apply modifier changes to mayhem addressed every point concern that agonize the 9000 the kraken walton and it's the word 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 love and now fires are for 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 from further away allowing them to fire less frequently optimize 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 body system and the drone range of mayhem modifiers are continuing to go through testing and are not going to be turned back on at this time addressed a report concern that players would sometimes not load in correctly after throwing grenades and making changes to mayhem mode addressed a report concern that the travel countdown timer would sometimes not display the map name when applying mayhem modifier changes after the player activated a new you station that was not a fast travel station addressed a report concern that the numerical indicator on the mayhem pedestal would not display properly after adjusting the level addressed a report concern that the UI for the boundary turret warning would remain on screen when changing mayhem settings while in a restricted area addressed a report concern that the enemy death from the post mortem mayhem modifier was unable to cause damage to moses auto bear or two players in iron bears gonna seat addressed a report concern that the enemy death from the post mortem mayhem modifier would circle in place if spawned from a enemy that the player did not take down added a limit to the number of visual impact effects spawn when projectiles take damage with post mortem and freeze tag mayhem modifiers post mortem heli 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 report concern that players could be briefly put into fight for your life when the mayhem modifier role light is active addressed a report concern that beams spawned from the boundary issues mayhem modifier could sometimes become visually attached to the player addressed a report concern that beams spawned from the boundary issues mayhem modifier could sometimes stay attached to the player after defeating an enemy NPC turn friendly addressed a concern that a beam effect could sometimes not trigger the boundary issues mayhem modifier if there was an obstruction between the player and the enemy addressed a report concern that some heads were sometimes not scaling properly with the galaxy brain mayhem modifier active address a concern that mayhem modifier abilities would occasionally not run properly on enemies address a report concern with weapon drops from enemies and via critical hit while the loot splurge mayhem modifier was active sometimes not always matching the current mayhem level vehicles can now be the targets of mayhem modifiers so that is that people and those were all the changes to mayhem 2.0 and quite a lot there onto UI addressed a report concern where d-pad glyphs to change the tracked mission were still displayed on the hood when playing with the classic button scheme addressed a report concern where an empty prompt would be displayed on the hood above the experience bar after spending skill points addressed a report concern that multiple message slideouts would appear an overlap after disconnecting a controller addressed a report concern where the speed of the UI menu would vary when adding a split screen player addressed a report concern where the client's countdown would not appear on the screen after accepting a drool invitation added improvements to text chat updated hint text for changing the viewed event to change viewed event addressed a report concern that parts of the hood would sometimes be missing when quickly pausing and resuming the game okay so hot fixes this week we have a variety of gear balance changes as promised in the mayhem 2.0 dev update and hot fixes 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 hot fixes applied at the main menu added revenge the cartel's annoyments to the permanent drop for gear addressed a report concern that spikes from manticores and corax ignored zanes barrier rebalance the number of enemies active at one time during the takedown at the guardian breach rebalance the health of some enemies takedown at the guardian breach addressed a potential progression blocker when fast traveling during takedown at the guardian breach address a concern with the authoritative center not targeting enemies in some cases okay so weapon adjustments people there's quite a lot to go through here for sure as stated in the patch notes we have adjusted the health shield and armor stats for mayhem levels seven 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 or gear you have currently will feel more effective as you takedown enemies in those higher levels smgs have proven to be one of the most popular weapon types so we focused on them with this update we've 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 lightly 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 of them have had damage increases this week increase weapon damage on bitch increased weapon damage on handsome jackhammer increased weapon damage on the devoted increased weapon damage on the cloud kill increased weapon damage on the tsunami increased weapon damage on the 10 gallon and increased melee damage bonus for ripper the ripper's melee damage bonus wasn't providing enough incentive to execute its intended loop we've buffed 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 it's called a loop wasn't being used as the slide bonus wasn't significant enough prior to this change increased damage bonus while sliding on vanquisher the ripper and vanquisher should be 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 the 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 costs from two to three we've increased the cost of firing the weapon so that players have to more thoughtfully manage ammo with the additional sd use that were added in the revenge of the cartel's patch players should still be able to use this weapon quite a bit removed two 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 weapon 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 hurt in 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 okay so on to the yellow cake which we all know and Nerf was coming we've discovered an unfortunate issue with the yellow cake that effectively added an extra 100 damage beyond its intended output we're fixing it today change damage scaling the wrong scaling math was applying to the yellow cake greatly increasing its damage beyond its intended value we are changing it to its intended math split projectile damage decrease we are lowering the damage of each of its split projectiles as they were overperforming as well wow can't wait to try that out now the chaos and the chaos and was providing more power than intended which made it the goal 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 pinpoint damage then with the added explosive damage it was further maximizing outputs we are increasing the accuracy impulse to a can 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 providing by this weapon allows critical hits more frequently so we are lowering its critical bonuses by a small amount base damage decreased as the chaos and basically hits 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 its base damage to better account for its dual damage feature so wow my favorite smg people seems to have been nerfed this again i will try out and let you know my opinion on it 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 wild 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 bills will be used in takedown at the guardian bridge in particular slide fire rate it had a bug as well that prevented it from providing the intended bonus we resolve that in these hot fixes action skill end a number of these types of anointments have been both to make them more useful for more builds fire rate next to mag bonus damage and splash damage have all received damage increases and finally people auto bear active incendiary damage this has received a significant buff to make iron bear builds more effective and wow what a patch so yes all this and all of what i have covered the changes to the game the hot fixes the weapon buffs nerfs and so much more will be applied later today which today's day is the 11th of june 2020 by the time you actually watch this video they're probably already applied to your game well this is what has been changed guys with the guardian takedown the new three events which would also be live for you guys as you watch this but yeah guys some massive massive changes indeed some crazy nerfs two fan favorite weapons the yellow keg and the chaos and some buffs to other smgs too so it'd be quite interesting to test out but yeah guys that is it for another video tell me your thoughts down below within that comment section on that note we have come to the end if you guys enjoyed it leaving a like really helps out if you're new around here want to see more boardlines be sure to subscribe and if you never want to miss a video open or to count your notifications on by hitting that bell button but guys thanks as always for stopping by hopefully you enjoyed the video and hopefully i'll see you on that next one