That's okay. I don't want too much added to it. The first one was pretty engrossing.
Unfortunately the Loot Chest edition is sold out, I was planning on getting that. At least I'll still get the bobblehead.
That game... I have a love/hate relationship with the first one as is! I've a soft spot for finding loot, which I sometimes refer to as CLD (chronic looting disorder) and this game gives me hope that I'll find even more, and better, loot!
I never got why people seem to like actives more than passives, I guess actives are usually a "cool" move or really powerful attack but it just takes out 1 group or enemy at a time ... a passive will help you take out every enemy you will ever meet.
More on topic. Kind of glad that it is pretty much more of the same! I think it's what people wanted from another loot fest game that recently came out but apparently had way too much change from the second one.
If it isn't broke, don't fix it and I don't think the first was that bad ... just needed some polish and more verity.
I never got why people seem to like actives more than passives, I guess actives are usually a "cool" move or really powerful attack but it just takes out 1 group or enemy at a time ... a passive will help you take out every enemy you will ever meet.
Because Actives are what really separated your character class from the others.
Passive effects are great, but 1-Active Per Class became very monotonous very quickly.
For example, using pure-passives: There wasn't much of a difference between my Rocket Soldier and my Rocket Brick even when both were spec'd out for their respective roles.
At least a couple of more actives per class would help. At least.
I never got why people seem to like actives more than passives, I guess actives are usually a "cool" move or really powerful attack but it just takes out 1 group or enemy at a time ... a passive will help you take out every enemy you will ever meet.
Because Actives are what really separated your character class from the others.
Passive effects are great, but 1-Active Per Class became very monotonous very quickly.
For example, using pure-passives: There wasn't much of a difference between my Rocket Soldier and my Rocket Brick even when both were spec'd out for their respective roles.
At least a couple of more actives per class would help. At least.
Roland effectively has infinite ammo with Rocket Launchers from an early level (you always get the Support Gunner Class Mod for free on first playthrough) and he does get +15% damage from Impact. Equal to Brick's damage buff.
(Impact applies to all non-melee weapons, not just bullets. I've tested this. Unsure if this is a glitch or intentional, but given how many skills were glitched/bugged or flat out non-functional on launch, I cannot guess.
Incidentally, Siren gets a similar benefit from High Velocity which in addition to increasing damage, also doubles the shot velocity of all projectiles at max level. Notable for working with all Eridian Weaponry including the rocket launcher variant. It makes Eridian Weapons not only usable, but actually pretty good!)
Brick has ammo problems with Launchers for a very long time (it's his last skill, Blaster Master, and it only regenerates more than a couple of rockets per activation at the max skill level, so effectively level 29-30 he finally overcomes that problem).
This is important because Roland can build his proficiency with Rocket Launchers at will.
And that makes a significant impact on his damage over time; easily keeping pace with Brick's passive damage and reload buffs.
You *eventually* see significant differences between the two in late-game but until then, they aren't terribly different.
(you *can* fix Brick's Ammo problem by playing co-op with a Support Gunner Roland, since the Ammo-regen applies to his entire team, but I make no assumptions for relying on other people)
EDIT:
If you're curious, I usually do my Solo Blaster Roland like this for (Playthrough 1)
http://www.borderlandsthegame.com/skilltree/roland/#01500000050505000500000
Co-op "Doc Wagon" Roland (Playthrough 1)
http://www.borderlandsthegame.com/skilltree/roland/#01500000000000000505055
The only thing I'm hoping for is far more enemies to shoot at and a FAR, FAR higher difficulty. My friend and I could just watltz through the game far to easily.. I can see the sequel becoming awesome if they took that into account.
so does the game still give the option to play solo? because then everything should be possible to do solo. or maybe that was just because i guy who uses stealth, sniper rifles and a sword sounds like the least likely class to take on enemies head on.
Me and my brother are getting this on the day and playing untill we finish as a co-op duo.
It is going to be GRAND!!!
We did the same thing with the first as roland and the chick and it was one of the funnest few days I've had.
Can't wait.
i got the impression that the increase in difficulty didn't go away after the coop partner logged out. maybe player 2 was still logged in but not doing anything. either way, i expect it will work hte same as the first one with scaling difficulty with more players.
Agreed. The ending was the only thing really wrong with the first Borderlands. Not to say the rest was perfect, but the ending was the only thing that stuck out as needing fixing.
I've already pre-ordered and looking forward to having a barrel-of-laughs with my boyfriend all over again. He used the first Borderlands to convince me that shooters can be really fun (I had a bit of an aversion to them before), then regretted letting me have Mordecai once I had a few points in Bird of Prey. I swear, that skill is to kill-stealing what petrol is to a camp-fire.
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