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Old 06-23-2013, 12:04 AM   #1
Miaoven Winter
 
 
 
Join Date: Jul 2011
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Payday 2: Current Skill Tree Lists (WIP) [Now with Skill Review]

Hello thar.

The toils I will undertake in this thread will be to give the community a compendium of all the class skills shown to us from the current game builds, for those of us who love to theorycraft spec-builds. I'll be spending the night and tomorrow transcribing all the skills we've seen thus far in the various streams brought to us by our devoted focus group testers. It should go without saying that anything we've seen in the skills menu so far could be changed. My bet, however, is that all of the actual skills in their respective trees are pretty much set in stone, but their tier placement and/or conferred bonuses may be changed and tweaked.


Notes: SP here stands for Skill Points.
Ace skills unlock once you purchase the Basic version of that skill (unlock here meaning available to purchase). To own Ace skills (own here meaning purchase), you need to spend the listed number of SP in addition to what you already spent on the Basic version. So maxing a single Tier 1 skill (Basic + Ace) costs four SP total.
[THIS IS STILL BEING RESEARCHED]To gain tier bonuses, you need to spend enough points in a single class to reach each tier. This includes SP spent on the class unlock, Basic and Ace skills. You do not need to own a skill in Tier X in order to gain the tier bonus.
Posts #112 and #113 are my First Impressions and Analysis, broken into two back-to-back posts (warning, great wall of text).
This link is a rudimentary skill calculator using the data gathered here so far. Credit to scottspork.
This link is a fancy graphical skill calculator. Credit to MekonLips.
Quote:
Mastermind - Class Unlock (1 SP/$500): Unlocks Doctor Bag Deployable
  • Tier 1 - Tier Bonus (1 SP Total): Increases your doctor bag interaction speed.
    Cable Guy - Basic (1 SP/$4500): You can cable tie hostages faster.
    Ace (3 SP/$12,500): Significantly increases your supply of cable ties.

    Combat Medic - Basic (1 SP/$4500): After you have revived a crew member, you receive an additional damage bonus for a limited time.
    Ace (3 SP/$12,500): Reviving a crew member gives them more health.

    Endurance - Basic (1 SP/$4500): Increases your stamina.
    Ace (3 SP/$12,500): Increases stamina for you and your crew.
  • Tier 2 - Tier Bonus (5 SP Total): Increases stamina for you and your crew.
    Inside Man - Basic (1 SP/$23,500): Reduces the asset costs in the Job Overview menu.
    Ace (3 SP/$69,500): Unlocks special Inside Man assets in the Job Overview menu.

    Fast Learner - Basic (1 SP/$23,500): You get more experience for finishing days and jobs.
    Ace (3 SP/$69,500): Your crew also gets more experience for finishing days and jobs.

    Leadership - Basic (1 SP/$23,500): You and your crew's weapon recoil with pistols is reduced.
    Ace (3 SP/$69,500): You and your crew's recoil with all weapons is reduced.
  • Tier 3 - Tier Bonus (10 SP Total): Increases your shout distance.
    Smooth Talker - Basic (1 SP/$44,500): You are more convincing when you interact with a pager.
    Ace (3 SP/$132,500): Special enemies marked by you take additional damage.

    Equilibrium - Basic (1 SP/$44,500): Reduces the spread with pistols and decreases the time it takes when you pull your pistol and when you put it away.
    Ace (3 SP/$132,500): Increases the rate of fire when you use pistols.

    Dominator - Basic (1 SP/$44,500): You can now intimidate non-special enemies. Less well trained enemies are easier to intimidate.
    Ace (3 SP/$132,500): The power and range of your intimidation is increased.
  • Tier 4 - Tier Bonus (20 SP Total): Your converted enemy gains additional health and damage.
    Stockholm Syndrome - Basic (4 SP/$264,500): Civilians have a chance of reviving you if you interact with them when they are nearby.
    Ace (8 SP/$528,500): Civilians may also give some ammunition when they revive you.

    Combat Doctor - Basic (4 SP/$264,500): You can now place two doctor bags instead of just one.
    Ace (8 SP/$528,500): Your doctor bags have additional charges.

    Joker - Basic (4 SP/$264,500, requires "Dominator"): You can convert a non-special enemy to fight on your side. The enemy must have surrendered in order for you to convert it.
    Ace (8 SP/$528,500): The converted enemy gains more health and deals additional damage.
  • Tier 5 - Tier Bonus (30 SP Total): The time to convert an enemy is reduced.
    Black Marketeer - Basic (4 SP/$356,500): Reduces the cost of all your purchases.
    Ace (8 SP/$712,500): Further reduces the cost of all your purchases. Selling items is now more lucrative as well.

    Gunslinger - Basic (4 SP/$356,500): You reload pistols faster.
    Ace (8 SP/$712,500): You deal additional damage with pistols.

    Kilmer - Basic (4 SP/$356,500): Increases your reload speed with assault rifles.
    Ace (8 SP/$712,500): Your weapon recoil with with assault rifles is reduced.
  • Tier 6 - Tier Bonus (40 SP Total): The power of your intimidation when you shout is increased. Reduces the asset costs in the Job Overview.
    Control Freak - Basic (4 SP/$452,500): Noise created by you intimidates civilians.
    Ace (8 SP/$904,500): Civilians stay intimidated longer.

    Pistol Messiah - Basic (4 SP/$452,500): While downed, you are instantly revived if you kill an enemy with a pistol. You only have one charge. You will receive another charge when you get out of custody.
    Ace (8 SP/$904,500): You gain three charges instead of one.

    Inspire - Basic (4 SP/$452,500): You revive crew members faster.
    Ace (8 SP/$904,500): You can revive crew members at a distance by shouting at them.
Quote:
Enforcer - Class Unlock (1 SP/$500): Unlocks Ammo Bag Deployable
  • Tier 1 - Tier Bonus (1 SP Total): Enemies are more easily suppressed by you.
    Oppressor - Basic (1 SP/$4500): Your weapons are more effective at suppressing enemies.
    Ace (3 SP/$12,500): Your weapons are even more effective at suppressing enemies.

    Bullet Storm - Basic (1 SP/$4500): Directly after you deploy an ammo bag, you can fire your weapon for several seconds without depleting your ammunition.
    Ace (3 SP/$12,500): You can fire even longer without depleting your ammunition.

    Transporter - Basic (1 SP/$4500): You move faster when carrying bags.
    Ace (3 SP/$12,500): You can throw bags further.
  • Tier 2 - Tier Bonus (5 SP Total): You gain more health.
    Die Hard - Basic (1 SP/$23,500): You can use your primary weapon in bleedout.
    Ace (3 SP/$69,500): Your armor recovers faster.

    Underdog - Basic (1 SP/$23,500): When you are surrounded by three enemies or more, you receive an additional damage bonus.
    Ace (3 SP/$69,500): When you are surrounded by three enemies or more, you receive less damage from enemies.

    Pumping Iron - Basic (1 SP/$23,500): Your melee attacks against non-specials do more damage.
    Ace (3 SP/$69,500): Your melee attacks against all enemies do more damage.
  • Tier 3 - Tier Bonus (10 SP Total): Enemies are even more easily suppressed by you.
    Shotgun Impact - Basic (1 SP/$44,500): Your weapon recoil with shotguns is reduced.
    Ace (3 SP/$132,500): You deal additional damage with shotguns.

    Stun Resistance - Basic (1 SP/$44,500): Reduces the visual effect duration of flashbangs.
    Ace (3 SP/$132,500): Further reduces the visual effect duration.

    Tough Guy - Basic (1 SP/$44,500): Reduces your camera shake when you are damaged by enemy fire.
    Ace (3 SP/$132,500): Your bleedout health is increased.
  • Tier 4 - Tier Bonus (20 SP Total): You gain even more health.
    Shotgun CQB - Basic (4 SP/$264,500): Increases your shotgun reload speed.
    Ace (8 SP/$528,500): Increases your shotgun steel sight speed.

    Ammunition Specialist - Basic (4 SP/$264,500): You can now place two ammo bags instead of just one.
    Ace (8 SP/$528,500): Your ammo bags have additional charges.

    Berserker - Basic (4 SP/$264,500): The lower your health is, the more damage you do in melee.
    Ace (8 SP/$528,500): The lower your health is, the more damage you do with ranged weapons.
  • Tier 5 - Tier Bonus (30 SP Total): You do more damage.
    Hard Boiled - Basic (4 SP/$356,500): Increases your shotgun weapon accuracy when firing from the hip.
    Ace (8 SP/$712,500): Increases your weapon accuracy when firing from the hip with all weapons.

    Bandoliers - Basic (4 SP/$356,500): Your weapon magazine capacity is increased.
    Ace (8 SP/$712,500): Enemies drop additional ammunition.

    Portable Saw - Basic (4 SP/$356,500): Unlocks the OVE9000 portable saw for you to use.
    Ace (8 SP/$712,500): The durability of your saw blades is increased.
  • Tier 6 - Tier Bonus (40 SP Total): You gain much more health.
    Overkill - Basic (4 SP/$452,500): When you use a shotgun or the OVE9000 portable saw, you receive an additional damage bonus for a limited time when you kill an enemy.
    Ace (8 SP/$904,500): The damage bonus now applies to all weapons. Skill must still be activated using a shotgun or the OVE9000 portable saw.

    Iron Man - Basic (4 SP/$452,500): Unlocks the ability to wear the Improved Combined Tactical Vest.
    Ace (8 SP/$904,500): When you melee Shield enemies, they get knocked back by the sheer force.

    Carbon Blade - Basic (4 SP/$452,500, requires "Portable Saw"): You replace your saw blades with carbon blades, increasing you saw efficiency.
    Ace (8 SP/$904,500): Attacking enemies with the OVE9000 portable saw wears it down less than before. Saws gain additional durability and are even more effective.
Quote:
Technician - Class Unlock (1 SP/$500): Unlocks Trip Mine Deployable
  • Tier 1 - Tier Bonus (1 SP Total): Your cost of weapon and mask crafting is reduced.
    Rifleman - Basic (1 SP/$4500): Your snap to zoom is faster with assault rifles.
    Ace (3 SP/$12,500): Your weapon zoom level is increased with assault rifles.

    Demolition Man - Basic (1 SP/$4500): Adds trip mines to your inventory.
    Ace (3 SP/$12,500): Decreases your trip mine deploy time.

    Nerves of Steel - Basic (1 SP/$4500): You take less damage while interacting with things.
    Ace (3 SP/$12,500): You can now use steel sight while in bleedout.
  • Tier 2 - Tier Bonus (5 SP Total): Your weapon stability with all weapons is increased.
    Unlocking The Sharpshooter - Basic (1 SP/$23,500): You are more accurate with all single shot weapons.
    Ace (3 SP/$69,500): Your weapon stability in increased with all rifles.

    Combat Engineer - Basic (1 SP/$23,500): Allows you to toggle between different modes on trip mines.
    Ace (3 SP/$69,500): Upgrades your trip mines with a sensor mode.

    Hardware Expert - Basic (1 SP/$23,500): You fix the drill faster and you also deploy trip mines faster.
    Ace (3 SP/$69,500): Gives drill a small chance to autorestart when it breaks down. You also deploy the sentry gun faster.
  • Tier 3 - Tier Bonus (10 SP Total): Your cost of weapon and mask crafting is reduced even further.
    Sentry Gun - Basic (1 SP/$44,500): Unlocks the sentry gun for you to use.
    Ace (3 SP/$132,500): Your sentry gun gains more health.

    Improved Crafting - Basic (1 SP/$44,500): Your cost of weapon crafting is reduced.
    Ace (3 SP/$132,500): Your cost of mask crafting is reduced.

    Drill Sergeant - Basic (1 SP/$44,500): Increases your drill efficiency making it faster.
    Ace (3 SP/$132,500): Further increases your drill efficiency.
  • Tier 4 - Tier Bonus (20 SP Total): Increases your headshot damage.
    Sentry Targeting Package - Basic (4 SP/$264,500, requires "Sentry Gun"): Your sentry gun gains improved accuracy.
    Ace (8 SP/$528,500): Your sentry gun rotational speed is increased.

    Blast Radius - Basic (4 SP/$264,500): The radius of trip mine explosions are increased.
    Ace (8 SP/$528,500): The radius is further increased.

    Silent Drilling - Basic (4 SP/$264,500): Your drill makes less noise. Civilians and guards are less likely to hear your drill and sound the alarm.
    Ace (8 SP/$528,500): Your drill is silent. Civilians and guards have to see the drill in order to sound the alarm.
  • Tier 5 - Tier Bonus (30 SP Total): Your cost of weapon and mask crafting is greatly reduced.
    Sentry Combat Upgrade - Basic (4 SP/$356,500, requires "Sentry Gun"): Your sentry gun receives extra ammunition.
    Ace (8 SP/$712,500): Your sentry gun receives a protective shield.

    Shaped Charge - Basic (4 SP/$356,500): Adds even more trip mines to your inventory.
    Ace (8 SP/$712,500): Trip mines can now be converted to shaped charges, used to breach certain safes and doors.

    Shockproof - Basic (4 SP/$356,500): Taser shock attacks on you have a small chance of backfiring.
    Ace (8 SP/$712,500): Interacting with an enemy taser while he is electrocuting you will electrocute him.
  • Tier 6 - Tier Bonus (40 SP Total): Your weapon stability with all weapons is further increased. You gain more armor. Reduces the armor recovery time for you and your crew.
    Sentry Tower Defense - Basic (4 SP/$452,500, requires "Sentry Gun"): You can now place two sentry guns instead of just one.
    Ace (8 SP/$904,500): Your sentry gun damage is increased.

    Mag Plus - Basic (4 SP/$452,500): All your weapons get increased weapon magazine capacity.
    Ace (8 SP/$904,500): Your weapons magazine capacity is further increased.

    Bulletproof - Basic (4 SP/$452,500): Improves your armor so you can absorb more damage.
    Ace (8 SP/$904,500): The armor recovery rate of you and your crew is increased.
Quote:
Ghost - Class Unlock (1 SP/$500): Unlocks ECM Jammer Deployable
  • Tier 1 - Tier Bonus (1 SP Total): Your chance to dodge is increased.
    Dead Presidents - Basic (1 SP/$4500): Adds additional value to loot that you pick up.
    Ace (3 SP/$12,500): Adds even more value to loot that you pick up.

    Sprinter - Basic (1 SP/$4500): The time before stamina regeneration starts is reduced and the regeneration of stamina is increased.
    Ace (3 SP/$12,500): Your sprint speed is increased and you have a better chance to dodge enemy fire while moving.

    Cat Burglar - Basic (1 SP/$4500): You take less damage from falling.
    Ace (3 SP/$12,500): Your fall damage is reduced so that you only take armor damage from falling. Your custody time is reduced.
  • Tier 2 - Tier Bonus (5 SP Total): The time between swapping weapons is reduced for you.
    Fast Hands - Basic (1 SP/$23,500): You can pack and interact with loot bags faster.
    Ace (3 SP/$69,500): Further increases your pack and interaction speed with loot bags.

    Chameleon - Basic (1 SP/$23,500): Civilians and enemies find you less suspicious.
    Ace (3 SP/$69,500): You are less inclined to be targeted when you are close to your crew members.

    Cleaner - Basic (1 SP/$23,500): You deal additional damage against special enemies.
    Ace (3 SP/$69,500): You can bag and throw corpses.
  • Tier 3 - Tier Bonus (10 SP Total): Your chance to dodge is further increased.
    Shinobi - Basic (1 SP/$44,500): Your movement speed when you move and when you crouch is increased.
    Ace (3 SP/$132,500): Enemies do not cry out when shot or meleed to death.

    Martial Arts - Basic (1 SP/$44,500): You are more likely to knock down an enemy with a melee strike.
    Ace (3 SP/$132,500): You take less damage from all melee attacks because of training.

    SMG Specialist - Basic (1 SP/$44,500): Increases your reload speed of SMG weapons.
    Ace (3 SP/$132,500): Your weapon recoil with SMG weapons is reduced.
  • Tier 4 - Tier Bonus (20 SP Total): You gain increased stealth.
    Nine Lives - Basic (4 SP/$264,500): You gain the ability to absorb more damage before going into custody.
    Ace (8 SP/$528,500): When you get downed, you have a chance to get right back up.

    ECM Specialist - Basic (4 SP/$264,500): You can now place two ECM jammers instead of just one.
    Ace (8 SP/$528,500): The ECM jammer duration is increased and the feedback duration lasts longer.

    Silent Killer - Basic (4 SP/$264,500): You deal additional damage with all silenced weapons.
    Ace (8 SP/$528,500): You deal even more damage.
  • Tier 5 - Tier Bonus (30 SP Total): The time between swapping weapons is further reduced for you.
    Lockpicking Expert - Basic (4 SP/$356,500): You interact faster while lockpicking.
    Ace (8 SP/$712,500): You can now silently crack safes by hand.

    ECM Overdrive - Basic (4 SP/$356,500): Your ECM jammer duration is increased.
    Ace (8 SP/$712,500): Your ECM jammer can now also be used to open certain doors.

    The Professional - Basic (4 SP/$356,500): Your weapon recoil with silenced weapons is reduced.
    Ace (8 SP/$712,500): Your accuracy with silenced weapons is increased.
  • Tier 6 - Tier Bonus (40 SP Total): Your chance of getting a higher quality item in during PAYDAY is increased.
    Lucky Charm - Basic (4 SP/$452,500): Your chance of getting a higher quality item during PAYDAY is increased.
    Ace (8 SP/$904,500): Your chance is further increased.

    ECM Feedback - Basic (4 SP/$452,500): Adds a toggleable switch to the ECM jammer. When toggled, the ECM jammer has a chance to incapacitate your enemies within a certain radius.
    Ace (8 SP/$904,500): The ECM feedback duration is increased.

    Moving Target - Basic (4 SP/$452,500): You now sprint while strafing.
    Ace (8 SP/$904,500): You can now sprint in any direction.

Last edited by Miaoven Winter: 08-10-2013 at 11:06 PM. Reason: Last update: 7/24 Beta official release
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Old 06-23-2013, 12:11 AM   #2
SamusDroid
 
 
 
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Quote:
Originally Posted by Miaoven Winter View Post
Hello thar.

The toils I will undertake in this thread will be to give the community a compendium of all the class skills shown to us from the current game builds, for those of us who love to theorycraft spec-builds. I'll be spending the night and tomorrow transcribing all the skills we've seen thus far in the various streams brought to us by our devoted focus group testers. It should go without saying that anything we've seen in the skills menu so far could be changed. My bet, however, is that all of the actual skills in their respective trees are pretty much set in stone, but their tier placement and/or conferred bonuses may be changed and tweaked.

Now, in an effort to make a clean and concise text list of the skill trees without bothering with time-consuming graphics, I've quickly drawn up a display format I think will work nicely. PLEASE comment if you think the format lacks something, especially clarity, since that should be priority one. I don't mind taking more time to make a better list if it helps people. An example of the format using the Ghost tree is below; basically I'll list the class name with its special "Rank 0" unlock, then separate all the tiers by bullets inversely, then indent and list all the skills inside, from left to right in perspective of the in-game menu.

Note: SP here stands for Skill Points.


A request for our streamers: Could anyone using Twitch do a short steady scroll of the skill menu (two or three seconds on each skill) for a VOD? 9MM was very gracious in giving us most of the Mastermind, Technician and Ghost trees today, but there are still a number of missing skills I won't have for the list, and having a complete VOD from which to work would be much appreciated.
Just hold on there. There is no point of doing all this work yet because many of it is subject to change and probably will. Wait a little longer. It already has and will change again.
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Old 06-23-2013, 12:14 AM   #3
Miaoven Winter
 
 
 
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Quote:
Originally Posted by SamusDroid View Post
Just hold on there. There is no point of doing all this work yet because many of it is subject to change and probably will. Wait a little longer.
As a betting man, I'm confident most of what we've seen so far will be in the final release in some form or another. Even if the format of the skill trees is changed entirely, the raw information that we can put here won't be invalid, and can always be rapidly updated.
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Old 06-23-2013, 01:03 AM   #4
c4ndle
 
 
 
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http://www.twitch.tv/paydayteamevil/b/420653221

Starting at ~12 minutes.
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Old 06-23-2013, 01:21 AM   #5
Miaoven Winter
 
 
 
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Quote:
Originally Posted by c4ndle View Post
Ah, much thanks for that vid. I've just finished the Ghost tree from 9MM's stream, hopefully Cold's will fill in any blanks for the others.

Input on the format, anyone? I'm not going to update the thread starter yet so that I can still make fundamental changes. What I'm wondering is should I put a line break between the Basic and Ace skill descriptions, regardless of how long they are?

Last edited by Miaoven Winter: 06-23-2013 at 01:50 AM.
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Old 06-23-2013, 03:16 AM   #6
Skater901
 
 
 
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Definitely some kind of separation of the Ace from the base skill would be good. Apart from that, I think it's as good as it's gonna get without using fancy graphics.
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Old 06-23-2013, 03:44 AM   #7
Lulzator
 
 
 
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I can't say I'm keen on skills that are oriented around unlocking cosmetics. Ideally I would like to see only skills that have the chance to better the performance of you or your team, and investing so much points into something to get that nice mask you want doesn't accomplish that. Sort of kills the co-op vibe if you ask me.
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Old 06-23-2013, 04:11 AM   #8
Miaoven Winter
 
 
 
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Quote:
Originally Posted by Lulzator View Post
I can't say I'm keen on skills that are oriented around unlocking cosmetics. Ideally I would like to see only skills that have the chance to better the performance of you or your team, and investing so much points into something to get that nice mask you want doesn't accomplish that. Sort of kills the co-op vibe if you ask me.
Agreed. What I think we'll see with this current system are a lot of players spec straight into powerleveling skills until they get to 100 with enough bank to buy what they will, then respec into their preferred combat/support skills afterward.

I'm gonna drop what I have done (MM and Ghost content complete); I'll finish the other two plus the formatting when I wake up.
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Old 06-23-2013, 04:22 AM   #9
Frosty_N
 
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It looks like being a Ghost is the best option for single-player. So unless my friends buy the game, I'll be Ghosting, I guess.
Also, reviving crew by shouting at them? Isn't that a bit unbalanced?
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Old 06-23-2013, 04:24 AM   #10
Mario_K
 
 
 
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Quote:
Originally Posted by Frosty_N View Post
Also, reviving crew by shouting at them? Isn't that a bit unbalanced?
Maybe you still need to be relatively nearby for shouting to work, though. Not like in Payday 1, where you could shout to players / bots across the entire map.

Last edited by Mario_K: 06-23-2013 at 04:34 AM.
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Old 06-23-2013, 08:36 AM   #11
madrider
 
 
 
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Judging by the fact the devs were referencing tf2 while in development calling the masks "facehats" the fast learner skill is a reference to a scout item in tf2
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Old 06-23-2013, 09:32 AM   #12
BigBrotherDerp
 
 
 
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Awesome! Thanks for the compilation! Hopefully one of the pre-beta testers will take mercy and get you the rest of the info.
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Old 06-23-2013, 09:43 AM   #13
nightshadow
 
 
 
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Quote:
Originally Posted by Lulzator View Post
I can't say I'm keen on skills that are oriented around unlocking cosmetics. Ideally I would like to see only skills that have the chance to better the performance of you or your team, and investing so much points into something to get that nice mask you want doesn't accomplish that. Sort of kills the co-op vibe if you ask me.
But you can pick up also mods for weapons (maybe also weapons), so it isn't only to cosmetics drops but it's for better performance (because you don't need to spend your money into mods, and you can use it in other tasks)


PS: but I think the ghost as now is better with a ghost group or into solo play
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Old 06-23-2013, 10:40 AM   #14
Yogzula
 
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I agree about the ghost extra drop chance being a bad idea. It's going to pigeon hole anyone interested in getting drops to go ghost . Any smart RPG player will instantly recognize it as the best skill to get
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Old 06-23-2013, 11:12 AM   #15
nightshadow
 
 
 
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Originally Posted by Yogzula View Post
I agree about the ghost extra drop chance being a bad idea. It's going to pigeon hole anyone interested in getting drops to go ghost . Any smart RPG player will instantly recognize it as the best skill to get
In every RPG I'm the cleric, so Mastermind is for me
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