Overview
Hello, today I like to take a few minutes of your time to discuss Class Mods (COMs) in the Borderlands franchise. After playing this game for more hours than I like to admit, I came to the realization that I really don’t like the way class mods are designed in this game. I will try to explain why and hopefully we can find some form of a solution.
Now, I am not saying there aren’t any awesome COMs within the existing format. However, at lot of the COMs are dependent on their grouping of skills. We know that not all skills are created equal; so we have templates that output anything from God Tier to a complete pile of horseshit.
The pre-sequel had less of an issue here because generally all the classes had good skills, but there were still some areas where an otherwise “great” COM on paper really translates into a “good/average” COM in reality.
What we have now:
- White - No skill bonuses
- Green - 1 skill bonus
- Blue - 2 skill bonuses
- Purple - 3 skill bonuses
“Legendary” and “Slayer of Terramorphous” class mods each grant additional skill bonuses:
- Legendary - 5 or 6 skill bonuses, depending on class
- Slayer of Terramorphous - 5 skill bonuses
The level and rarity of a class mod determine the number of bonus skill points granted. The maximum number of bonus skill points at maximum level by rarity is:
- Green - +5 skill points
- Blue - +6, +5 skill points
- Purple - +5, +4, +4 skill points
- Legendary - +5, +5, +5, +5, +5, (+5) skill points
- Slayer of Terramorphous - +4, +4, +4, +4, +4 skill points
Each class has a total of 21 class mods
- 15 from vanilla and UVHM pack
- 6 from Tiny Tina DLC
Naming Convention:
- Base name is determined by the affected variable
- Skill bonus determines the prefix
- On Tiny Tina DLC the prefix is determined by affected variable (as the skill bonus are always the same).
The Problems
Symptom A: Prefixes for sake of prefixes
The “Affected Variables” is for a lack of better word, boring. They are mostly stats boost and nothing more. We get stats boost from our skills tree, badass rank, relics/oz kits…we really don’t need this repeated again. This feels like these variables exist merely to create more types rather than actually adding something meaningful. The only variable that ties back to the skill tree is the cooldown rate variable.
Consider this, when relics (universal class mods?) are becoming more and more interesting with every game I really don’t see why the class mods should have generic stats boost. Let relics dominate this area, and focus the class mods on something more meaningful.
Furthermore, the little RNG within these variables are next too pointless, they are not noticeable. If you slightly nerfed the roll of let’s say the reload speed on my Zero’s Leg Hunter COM, I probably wouldn’t even notice. It’s all a wash.
Symptom B: Lack of Choice
All the builds play of the 21 available COMs, and even less so when you are leveling a character. If you are trying to do something that a COM doesn’t want you to do, then you are not going to have a good time.
During leveling if you come across a COM for your class, there is a good chance you will vendor it. Because more than likely your build and skill points distribution doesn’t agree with the COM you just got (it would require a re-spec). You either build something around the COM or you pack up and go home.
I will give you an end game example of this. I like Maya, she is unofficially the second sniping class in BL2. She has no dedicated sniping COM, we have to make do with the available COMs and make something work. Say I want a Pimp build with +5 to Mind’s Eye, Sweet Release, Foresight, Chain Reaction and Reaper. I can’t, there is no Leg COM that do this. To get Chain Reaction I have to bring myself down to using a Trickster COM, and I don’t even like the two other skills on it. Why is this a thing?
It’s not just me but everyone who played this game and to all the people on this forum that does theory crafting have to wrestle with this, and we shouldn’t have to.
Symptom C: No consistency with the rest of the loot
Ever wonder why there are no Blue Unique (Mission Rewards) COMs? Me too….
I don’t like the way the name is put together on the Leg COMs, they are not in line with the rest of the gear and they are generic. Now this might sound silly because it will look like I am making a big deal out of a name but bear with me here.
- Why don’t we change the Bee to “Legendary Amp Shield” or here have a “Legendary Fire Snider” instead of the Volcano. That’s right? See you even feel the discomfort in your gut. Hell, I bet you want to slap me across the face. That’s the problem with Leg COM names…they are bad.
- Stop calling Orange COMs “Legendary” we can see it is…
- Stop ending their name with the class reference, we know who it’s for by looking at the card information.
- Just give them a name, keep it simple. You don’t need to based them off anything purple, just make them break the rules, do something cool. Make me play differently with my class when I have this COM equipped.
Symptom D: 3 Games, 0 Innovation
Class mods are the only constant in this franchise, they have not changed since day one. While the rest of loot moved onto bigger and better things COMs still retain their affected variables and grouping of skill bonuses. Now I would not have created this post if it weren’t for this issue, I am not even sure if GBX wants this to change.
Shields:
- [BL1] Each manufacture gave certain bonuses (capacity, recharge rate, element resistance, etc) but nothing special. I believe the only shield that brought something new was the Rose when it gave the vault hunters health regen after it depleted. The other pearl shields just offered better capacity/recharge delay. That’s about it.
- [BL2] Much in line with the weapons in BL2, each manufacturer got their own gimmick (e.g Roid, Amped, Nova, Spike, Turtle, Absorb, & Boosters). Then we actually have interesting red text effect on top of those types. I won’t go into them, too many interesting shields to list and not the scope of this post.
- [TPS] Even more crazy red text shenanigans! Cryo shield is a big part of the game, that’s like having slag shields in BL2, so it was a huge deal to have Cryo shields in TPS.
Artifacts / Relics / Oz kIts:
- [BL1] Artifacts, basically adding elements to your action skill, I don’t mind this idea but it was too simple.
- [BL2] First time we saw “Support Com/Universal Class Mod”, excellent addition to replace Artifacts with, can have redtext effect.
- [TPS] Again broadly speaking “Support Coms” in forms on Oz kits to match the game’s theme, works with vault hunter’s jetpack, offer bonuses based on atmosphere, cool red text effects
Now here are the likely (speculative) direction for BL3
- Shields slot will be redefined as a “Defensive/Offensive Mod” slot. Not all shields are designed to protect (Amp/Roid), and not all “shield” actually gives you shield (RRider). So I do believe we can start seeing “Armor” (Huge protecting with low recharge rate/delay) or maybe even “Speed” (dodge bullets and projectiles) in addition to the classic shields in BL3.
- Relic Slot will still be the same, perhaps it will bear more stats and responsibility to take some weight of the COMs.
COMs
That’s just the problem, I have no idea, Gearbox never build on them. I really hope it’s not the same as we have seen in the last 3 games. I am sure most of us believe the COMs will be redesigned but then again, we do have 3 games with the same design, what makes you think otherwise? Just because they have a new team?