 So last week we didn't get a hot fix for Borderlands 3 because Gearbox were working on a patch, a patch which will arrive today. Actually, by the time you've watched this video, you've probably got the update and it's a big one, people. Let's check it out. How's it going guys? My name's DPJ and today I'll bring you another BL3 video. If you do enjoy living a like, it really helps out and subscribe if you do want to see more. Also, before we go any further for all your gaming needs, no matter the platform you play it on at amazing prices and incredible weekly deals, check out G2A linked within that video. Okay, so we may as well jump straight into today's patch which is July 23rd, 2020. New firing mode for Fabricator. The Fabricator now has an alternate firing mode called Legendary that spawns between 1 and 3 legendary weapons for 250 iridium. You will switch into this alternate firing mode like any other weapon and will see purple effects when firing the Fabricator. Now, to be honest, this seems like a decent change to the weapon which in my opinion before today has been completely pointless. But one or three legendaries for 250 iridium seems a bit expensive, but what else have we got to spend iridium on? Well, 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 Hills Don't Sanctuary 3. As missions are completed, these rewards are added into the pool and can be purchased using iridium, so that's what you can use your iridium on. Now, it begs the question because I haven't actually got the patch yet at the time of me making this video, but will these Mission Reward items come with certain or different anointments? If so, that's what I will be spending my iridium on. A legendary gear now available in vending machines. We have rebalanced vending machines based on community feedback. Vending machines of all types have a small chance of providing legendary gear for purchase. We've also removed uncommon green roti gear from the item of the day pool. Pretty cool. Chests and badass rewards adjustments. The quality rewards found in chests and dropped from badass enemies have been buffed. Our goal is to make sure chests feel rewarding and exciting and players feel properly rewarded for defeating difficult enemies, so that's pretty cool. Dedicated loot pool adjustments. The dedicated loot pools for buses has been given a dramatic overhaul in hopes of making for a more reliable and satisfying farming experience. Most buses have two pieces of gear assigned to them. Though there are exceptions, to reach this goal we enabled respawning on the following buses and reshuffled gear between buses more evenly. Dump truck. Undertaker. Mincemeat. Bopmunch and Trufflemunch. Shiga. Rona. Rax. Max. Archero. Bloodshine. Muldak the Anointed. Artemis Apollo. King Bobo. King Nasher. Anointed times 2, times 3 and times 4. Azalea and Preston. So these I will test and if I find anything decent, I will bring my findings. Anointment pool adjustments. To further improve the farming experience, we've examined the anointment pool and determined some weren't engaging in the community as we hoped. Given the depths 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 by 25%. While airborne, damage is increased by 30%. While airborne, fire rate is increased by 20%. While airborne, accuracy and handling line 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, build up energy that refills a portion of your shields. While an action skill is active, reduce all income and damage by a small amount. While an action skill is active, 250% of damage taken is returned to the attacker with 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% and reload speed by 26% for a short time. On action skill end, weapon accuracy and 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 phase slam, damage taken is reduced by 20% and movement speed is increased by 12%. And after using phase grasp, weapon accuracy and handling are greatly increased. Now they have removed quite a lot of annoyments there, but going through that list, I can't say I'm going to miss any of them whatsoever. But that's just me. A note on drop rates. A few buses have had minus tweaks made to improve their looting experience, but we have left most of the drop rates unchanged. With the feeling of their dedicated loot pools and the removal of 21 annoyments, we decided to observe these changes first and make changes as needed in the future. Stability. Address to a point crashed that could occur in split screen. Reduce the number of projectiles that spawn due to the damage dealt when using multiple elements on enemies and limited the number of times projectiles balanced to 4. We have adjusted how projectiles from damage events spawned. We found spikes in stability and performance concerns when too many elemental projectiles were spawned during gameplay. This was due to some weapons spawning many more projectiles than other game performance recommended. The recursion, carrier, beer cat, ledge 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. And moving on to general. Included additional support for languages for the bandit of blood campaign add-on. Address to a point of concern that sometimes caused trophies slash achievements to remain locked when all name locations were discovered. Retroactively awarded trophies achievements to players that met these requirements. Address to a point of concern where the Traitor We projectile would only appear on the host player. Address to a point of concern where the Vladov korposter grenade would damage allies with child grenades spawned after the first explosion. Address to a point of concern where standing on the inactive jump pad as scourged teleports the user will launch them out of the map and kill them on a second teleport in the takedown at the guardian breach. Address to a point of concern where an ephemera the relentless was not using the correct death damage data in takedown at the guardian breach. Address to a point of concern where weapon trinkets would disappear from the collection after relaunching the game in the bandit of blood campaign add-on. Address to a point of concern where the jetbeast mortal weapon was dealing damage twice. And then on to mayhem mould. Address to a point of concern where the splat attack from the Beastmasters pet scorcher was unintentionally receiving mayhem damage scaling multiple times. Increase pet damage scaling in mayhem. By making these changes to the scorcher splat we wanted to make sure it and other pets still felt fun and capable of competitive amounts of damage in mayhem so we both pet damage accordingly. Address to a bug where the operative Digiclone was interacting with certain weapons like the OPQ system in a way that received mayhem damage scaling multiple times. Oh dear oh dear oh dear I lay nerf in the Digiclone. This with the OPQ system as we know was utterly brutal. Address to a bug where the gunner's iron barencer and class mines are like the minesweeper could interact in a way that received mayhem damage scaling multiple times. We identified a behaviour in our damage pipeline that created opportunities for certain gear and skill combinations to do excessive amounts of damage. We determined that these combinations were not aligned with the rest of the game and made a solution that benefits our intended balance goals. Address some concerns that the gunner and operative were experiencing unintentional levels of damage increase with a variety of class mods in mayhem mode. Wow people, some testing is going to have to be done. Address to a bug where the anointment while an action skill is active constantly triggered norvers that deal x damage was incorrectly scaling when players received mayhem modifiers scaling skill damage. The sirens, ties, that bind skill now scales properly with action skill damage. Address to a bug concerned that that cosmic creator legendary artifact did not scale the elemental portal damage with slam damage in mayhem. So some change is there people, truly. Ok so on to characters and I'm scared to go on. Players can no longer email cancel to exploit anarchy stacks. Address to report concerns where Flax headcount passive did not function. Address to report a concern where the vibration effect from Flax's birthed aid augment persists after the action skill ends. Flax pets now use the correct colour when using the specced out skin for clients. Address to report a concern where Flax normal Jabba pets attack command was not functioning correctly. Updated the gunner's selfless vengeance skill to scale the duration with each rank invested. Remove the ability for the gunner to skip the boss teleport action in takedown at the guardian bridge by entering or exiting iron bear as the teleport action is being performed. Address to report a concern that the grenade launcher did not deal extra damage when equipped with the stainless steel bear passive ability while using mole's auto bear. Ok so effects. Address to report a concern where the effects persists after using the second slam with the mind melt artifact already active. Address to report a concern where the mind melt artifact first person effects only showed on the host player. Onto the audio. Drunk Williams idle VO will now have audio during their blood from the stone mission. Scourge's death dialogue has now been added to takedown at the guardians bridge and UI. UI optimizations made improvements in the news widget UI. Address to report a concern where a placeholder prompt appears when the player drives the vehicle to the level transition in the blast planes in the bounty of blood companion add-on. Updated scrollbar button states for mail. Address to report a concern where multiple options within the visuals menu had placeholder descriptions. And then onto hotfixes and as we know to apply hotfixes where at the main menu until you see that sign that says hotfixes applied. The gunner's anarchy stacks no longer a last when entering iron bear. Address to report a bug that was causing the sirens radiation elemental annoyments to do less damage than indicated in the description. Change the listed damage increases on the sirens personal space to reflect what is happening in game. Address to report a concern that Beastmaster's rage and recovery scale was not increasing the healing rate of pets. Adjust the sirens ties that bind skill to reflect the damage being dealt in game. Address a concern that players were able to access unintended areas in her blind eyes in takedown at the guardian bridge. Address a stuck spot near the two oudian chests before encountering and a theme of the relentless in takedown at the guardian bridge. Address a stuck spot in when the iron falls in the takedown at the guardian bridge. Address a concern that enemies affected by the sirens glamour scale were immune to damage and could not be killed by the player. Corrected the hydrogorion's name play to show radiant bellic. Address a report a concern that enemies riding mounts would become permanent allies with the sirens glamour scale against a telezapper in the banter blood campaign add on. Address a perceived mission blocker when Doc Stanley would fail to turn back into an enemy after being affected by the sirens glamour scale during Miracle Alexa Fixer in the banter blood campaign add on. Address a perceived mission blocker when Sopey Steve would fail to turn back into an enemy after being affected by the sirens glamour scale during Dirty Deeds in the banter blood campaign add on. Address a concern that players would stay in the room before reaching the quarter masters boss area in the banter blood campaign add on. And people that is it for today's patch some massive changes some testing has to be done for sure definitely gotta check out the new vending machine loot also and bring you guys my thoughts on it but guys that is it for another video if you enjoyed it leaving a like really helps out and if you're new around here want to see more BR3 be sure to subscribe tell me your thoughts on this patch down below in that comment section hopefully you enjoyed the video and hopefully I will see you on that next one.