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Borderlands 3 Ideas

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This is simply my take and what I want to see. I'll constantly update this thread when I can or when new ideas come to me. Feel free to give me feedback, negative or positive, the more people that see this and comment the more chances that GBX will actually use my and your ideas.

I do have a story and dlc idea but, they are terribly underdeveloped.

Characters
Class – Soldier
Name – UNDECIDED
Action Skill – Invisibility Cloak

Class – Siren
Name – UNDECIDED
Action Skill – Elemental Twister

Class – Mechanic
Name – Dante
Action Skill – Turret

Color Classes
Green - Mission Items
Yellow - Cash, Eridium, and Ammo (sharable auto pickups)
White - Red Text Items (unique) (mission rewards)
Purple - Alien Guns Only (weak gun overall & regenerates ammo type)
Blue - 1st Tier (very common)
Red - 2nd Tier (common)
Pink - 3rd Tier (uncommon)
Gold - 4th Tier (rare) (lv.50 only)
Pearl - 5th Tier (legendary) (lv.50 only)
Gold and Pearl beams stand taller and thicker than other colored beams.
Each boss has their own unique white and gold item that they can drop.
Each raid boss has a set of items that when all are equipped give extra benefits.
All raid bosses can drop any rare or legendary item.
White and purple guns are the only ones with unique effects all other item classes just increase in strength overall.

Vault Hunter Modes
Vault Hunter Mode (Play-through 1) Average level when completed: 25-30. Enemy level: 1 level below host, Boss level: at hosts level, Raid boss level: 1 level above host
Badass Vault Hunter Mode (Play-through 2) Average level when completed: 45-50(w/o dlc) 50. Enemy level: at hosts level, Boss level: 1 level above host, Raid boss level: 2 levels above host
Invincible Vault Hunter Mode (Play-through 3) Enemy level: 2 levels above host, Boss level: 3 levels above host, Raid boss level: 4 levels above host
Level cap is set at 50 constantly.
Skill points are given instead of raising the level cap.
10 skill points will be given for completing the DLCs. 5 for each expansion.
5 skill points will be given through an update after the dlc. Skill points in the form of SDUs.
All enemies scale to hosts level.
Drop rates are higher in more difficult playthroughs.
DLC should be one giant expansion, serving as a story in between the story.

Uses for Eridium
Eridium cap lifted 999.
Raid Bosses are 9 per try.
New Golden Chest 25 eridium per try. (guaranteed pink at your lv.)
End game raidable vault 99 eridium per try. (guaranteed red+ at your lv.)
Enemies killed when slagged have a higher chance of dropping eridium.
SDUs
Pistols - total ammo starting from: 500 ending at: 1000, 100 per upgrade.
Revolvers - total ammo starting from: 150 ending at: 400, 50 per upgrade.
Shotguns - total ammo starting from: 200 ending at: 250, 10 bullets per upgrade.
Machine Guns - total ammo starting from: 1000 ending at: 2000, 200 bullets per upgrade.
Snipers - total ammo starting from: 100 ending at: 200, 20 bullets per upgrade.
Rocket Launchers - total ammo starting from: 30 ending at: 45, 3 rockets per upgrade.
Grenades - total grenades starting from: 5 ending at: 10, 1 grenade per upgrade.
Skill Point (after dlc) - 1 skill point per upgrade.
Backpack - total ammo starting from: 25 ending at: 50, 5 slots per upgrade.
Bank - total ammo starting from: 50 ending at: 75, 5 slots per upgrade.
Secret Stash - total ammo starting from: 5 ending at: 10, 5 slots per upgrade.
Stronger weapons will obviously be given less total ammo.
5 upgrades classes for each: blue (9 eridium), red (18 eridium), pink (27 eridium), gold (36 eridium), and pearl (45 eridium).

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