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Borderlands 4’s Endgame is a Grind Re-run

Borderlands 4's creative director gave his thoughts regarding player feedback about the new Ultimate Vault Hunter endgame mode.

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Image from Borderlands 4 courtesy of 2K Games

Borderlands 4‘s creative director, Graeme Timmins, recently discussed player feedback about the new Ultimate Vault Hunter endgame mode. Players can unlock this mode by completing the main campaign, which allows them to start a fresh character already at level thirty while skipping the story. So, with that, what exactly is bothering players about this new system?

Borderlands 4
Image from Borderlands 4 courtesy of 2K Games

Borderlands 4‘s Fresh Canvas Critique

Even introducing the Specialization skill tree into Borderlands 4 for players to have more build options wasn’t enough to make them happy. In fact, many believe the initial setup was underwhelming because not all progress carries over. Specifically, the map resets are an issue as they wipe out all discovered fast travel points and landmarks. Not only that, but players having to begin with an unfinished character build makes the early part of this endgame feel like a grind.

Besides these numerous fans, even Forbes writer Paul Tassi has echoed these specific concerns. While the trade-off of skipping Borderlands 4‘s story was welcomed, one player expressed that it felt off-putting and disappointing to start with virtually nothing. Another player agreed, noting that beginning at level thirty feels lackluster and makes replaying the campaign seem more appealing. Timmins responded to these concerns, explaining the team’s design philosophy. Ultimately, their goal was to provide a fresh canvas for players to do various actions, including:

  • re-explore the world
  • earn Storage Deck Upgrades
  • level to the new cap
  • use campaign rewards to experiment with new builds
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Screenshot of Borderlands 4 courtesy of Gearbox and 2K

A Fresh Start That Feels Hollow

Furthermore, he reiterated that Borderlands 4‘s endgame content is meant to be grueling and earned, a challenge the developers fully support. Yet, how is this current implementation achieving that goal without unnecessary frustration? Timmons answered this question by discussing two specific points from the community: fast travel and Specializations. When speaking specifically about fast travel, he clarified that hubs and key safe houses unlocked in the campaign remain available.

However, these items must be revealed again by clearing the fog of war for players to regain them. Additionally, Timmons stated that the team is evaluating other options for this system. He would also speak directly to players who want Specializations not to be account-wide, explaining that the decision was made to let players truly specialize each character individually. For players who preferred natural, single-character playthroughs, the team had received feedback regarding account-wide power boosts in previous games.

As this group was negatively impacted, this new approach ensures every character gets that rewarding level-up moment more frequently. Timmons also clarified that he stood by the initial vision, noting that Gearbox is always watching community reactions. Taking this statement at face value, it may mean the door for potential future adjustments based on continued player feedback remains open. With the conversation between the developers and the players clearly ongoing, hopefully, players’ concerns will be addressed.

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