What the first big patch of Tiny Tina’s Wonderlands should bring

I’m still playing Tiny Tina’s Wonderlands, one of the few games I own where I can A) set up my loot shooter and B) pause the game with a newborn. As such, I’ve found myself spending a lot of time in Chaos Dungeons, which is basically the only endgame activity in the small-scale Borderlands outing.

The good news is… they’re pretty good! I actually like the format of the Chaos Dungeons better than many of the endgame activities in previous Borderlands games, primarily because they actually give you multiple lives as a solo player. But as with any 1.0 version of anything, I think Wonderlands could improve on them in a few different ways in an upcoming patch.

1. Enemy Density – I’d say that on at least half of the maps, enemy density is a pretty big deal as it can seem like you’re running all over the place trying to find even individual enemies, rather than being harassed by them. This was an issue in the Overworld Dungeons story campaign, and it remains here. It’s not each map, I’ve found maps with lots of trolls and crab creatures to be quite hostile, but it’s especially when we’re talking about skeletons or zombies or pirates that it’s much harder to find them.

2. Die after the last enemy – This is a classic Borderlands problem, but it’s especially annoying in Chaos Dungeons. If you die from a sustained DOT or an explosive barrel or whatever at the same time as the last enemy, you’ll need to burn a life to respawn to claim your prize. The game should be able to register when enemies are no longer alive and automatically revive you from there. This happens, I swear, almost once per run.

3. Killing enemies with melee damage – This modifier is so annoying on non-melee builds that I don’t even care. Between major damage from spells and guns and elemental fire damage, it gets tiresome trying to find the exact right time to blast and kill the enemy before they die in other ways, and since you have to do it on about 90% of the enemies you kills to achieve the goal, there is little room for error.

4. Feeding the Flame – If you have to manually press the loot button to pick up a flame ball, it means that you are accidentally trying to pick up ammunition or other fallen loot over time instead of grabbing the thing you want. This should be picked up automatically when you drive over it.

5. Sacred Ground – This modifier combined with the lack of enemy density in many levels just makes for really slow, boring sessions while you are in the pool and usually waiting for enemies to trickle down to you one by one. Again, almost all enemies must be killed from the pool to qualify. This one is not difficult per se, just boring.

6. Bad Modifications – Some of the Dragon Lord modifiers need work. Anything that does a “pool” of elemental damage should be seriously toned down as it’s almost an autokill even if it’s the medium difficulty magma version. Modifiers, like doing 75% less elemental or critical damage, are just plain boring, as they were in BL3, and do nothing but extend the duration of runs for no reason. Same with Nullify, but to a lesser extent. I think they fixed Spectral Vengeance enough of BL3 to be less annoying as the death skull isn’t as tanky.

7. Balancing between mini bosses and bosses – The difficulty of these bosses and mini bosses is everywhere with little logic. The Obelisk level can spawn a sort of elemental piggoblin with three elemental shields and is one of the most tank-like, hardest-to-hit enemies I’ve seen in the entire game. Meanwhile, some of the bosses can be burned in seconds, while others have about eight damage stages that cannot be skipped.

8. The Last Loot Pools – I’ve said this before, but once you start getting a meaningful amount of crystals, dumping these into the loot selector creates a mess of items on the floor that are nearly impossible to sort, especially if you’re looking to a certain purple. Yes, sorting ground loot is a Borderlands ‘staple’, but with boss kills, the drops are at least a little spread out. Because of the way the loot fountains work here, trying to get something in one slot will put everything with a radius of 3 square feet in the same spot on the floor, it’s exhausting.

9. Buff Like, Every Gun – What I find is that while a few weapons clearly stand out, like my Stabbomancer’s Liquid Cooling pistol, there are an absurd number of weapons that have been seriously under-launched at higher Chaos levels. It’s not uncommon for Gearbox to polish up a massive array of weapons at once, and this one is no different.

That’s all I have for now, feel free to add your own.

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