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PAYDAY 2

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Skill Tree Revamp
The Mastermind skill tree possesses many useful skills like the Doctor Bag and Inspire. We kept the general idea of it and reworked the skills that didn’t fit.

The Mastermind Skill Tree is focused mainly on a supportive playstyle. The skill tree is divided into three subtrees: the Medic, the Controller and the One Shot.

Medic subtree: General improvements to the medical supplies the player can bring to a mission, as well as making sure fellow crew members stay downed as little as possible.

Controller subtree: The main focus of this subtree is improving the control of civilians and the domination of the crew’s enemies. The Controller can convert dominated enemies to fight for the crew and grants bonuses for having hostages.

Sharpshooter subtree: The Sharpshooter improves the effectiveness of using single shot weapons and grants bonuses to weapons utilizing the single shot firing mode. These weapons are: SMGs, Rifles and Sniper Rifles.

Here you can see the new Mastermind skill tree skills:
http://media.overkillsoftware.com/2016/03/mastermind-skill-tree.jpg

Changelog :
Skills moved out of the Mastermind skill tree into another skill tree:
Equilibrium
Aced spotter
Gunslinger
Pistol messiah
Aced Control Freak
Kilmer

Skills that have been merged with each other:
Dominator and Joker
Endurance and Aced Kilmer

First Edit :

Here is the first Answer:
http://steamcommunity.com/app/218620/discussions/10/392183857627166129/?tscn=1458321752#c392184342866297267

Pattern in Crime Aced correct description is :
Having a converted enemy increases your health by 30%.
Your converted enemy takes an additional 60% less damage.

Stockholm syndrome aced is charge limited.

Hope you guys had a good weekend.
Last edited by OVERKILL_Jules; Apr 28, 2016 @ 11:39am
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Showing 736-750 of 3,096 comments
Occultist Mar 24, 2016 @ 3:48pm 
Originally posted by OVERKILL_Jules:


Do you have plans for moving counter-strike skill to Enforcer melee/berserker subtree?

Yes

Thanks for taking the time to discuss the mastermind skill tree with me over this week.

I guess I'm to late to leave my feedback again and this thread will be deleted, but I hope it is not. So here's my 2 cents.

1) I understand that you want make suit builds less dominating (well, mainly grinder builds, I guess). I skipped counterstrike in my build (cause it has no practical usage for MM/F, considering cost especially), but I personally think there should be some protection for suits/light-armor builds against clockers. Actually, I thought you will lower the tier of the skill and make it possible to sprint while charging your melee weapon, so it will be worth spending points on it.

2) Another thing I wanted to mention is hostage taker, don't you think it is STILL benefits only builds that has + max hp bonus in their decks? What about making it restore flat amount, so like rouge/crook/hitman can benefit from it or atleast consider using this skill?

I mean seriously, will you put yourself in a huge risk for taking/protecting a hostage on DW for unreliable 4,5%(anyone can accidently kill a hostage/dominated)? and 12 skillpoints? Maybe I'm playing on DW the wrong way but I can't find usage for this skill for rouge/crook (etc) builds.

Again, it is good for max HP deck and inbuild HP regen decks, while this skill, I think, should help no regen builds I mentioned above to survive on overkill/DW difficulties.



Anyways, I'm eager to see final changes, cause they will refresh the game for me, atleast. So thank you.
Last edited by Occultist; Mar 24, 2016 @ 3:51pm
Overkill_Joakim Mar 24, 2016 @ 6:14pm 
Hey OVERKILL_Jules is it tomorow the next skill tree will be posted ? ;)
Copy & Cat Mar 24, 2016 @ 10:15pm 
Originally posted by OVERKILL_Joakim:
Hey OVERKILL_Jules is it tomorow the next skill tree will be posted ? ;)
quick question since you appear to be here, does anyone has plans or thought of the possiblites of adding new trees in characther packs? and what's your view on that, knowing that locking some people could consider that you are creating a paywall for better skills
F1st Br34k3r Mar 25, 2016 @ 1:19am 
Originally posted by Omnituens:
If you are going to allow dominated guards to be moved like civvies, PLEASE fix their responce time and pathing, especially if you are a client. I can only tell a civvie to move once, then I have to hope they keep following me. They'll just wander off, phase though walls, not walk though doorways properly etc. They are simply a pain and it needs to be better.

Also, on the use of MODs to "correct" issues... yeah, you guys should look at what mods are popular and try and implement/improve functionality. While HoxHUD is a controverisal one, some of the things it add are genuinally useful without being "cheaty" - such as body bags/pagers left on the top level and optional numerical timers. Another mod lets you scale the UI, which is something I wish was something built in due to using 16:10 monitors.

If you keep moving it resets their pathing. Just pick them up once and run to where you want them and stay completely still. Youll know the pathing works correctly if the icon on the top right corner doesnt blink, and the civ keeps moving. (Even if he moves weirdly)
eeee Mar 25, 2016 @ 4:32am 
Originally posted by Gigomat:
...
it should be no problem for you guys at ovk to implement an option you can "choose" from whether you wanna use the new skill-tree system or the old one.


...
This would be a problem. Skills are being buffed/nerfed based on their cost and place in the new tree. The coding around both the ui and skills to support such a suggestion is not easy
Overkill_Joakim Mar 25, 2016 @ 4:50am 
Originally posted by eeee:
Originally posted by Gigomat:
...
it should be no problem for you guys at ovk to implement an option you can "choose" from whether you wanna use the new skill-tree system or the old one.


...
This would be a problem. Skills are being buffed/nerfed based on their cost and place in the new tree. The coding around both the ui and skills to support such a suggestion is not easy

not only hard probably impossible.
OVERKILL_Jules Mar 25, 2016 @ 5:17am 
Skill Tree Revamp: The Enforcer
With the rework of the Enforcer skill tree we’ve kept the general focus of it and mainly worked on improving Shotgun related skills, as well as decided move out a few skills to put them in more suitable skill trees.

The new Enforcer skill tree will be divided into the following three sub trees:

The Ammunition Specialist
  • The Shotgunner
  • The Armorer
  • The Ammunition Specialist

Enforcer - The Shotgunner: This sub tree generally consists of skills related to making the Shotguns as efficient as possible, turning the player into a powerful mid range killing machine.

Enforcer - Armorer: This sub tree generally focuses on skills related to armor, turning the player into a heavily armored tank that can face groups of the most lethal Law Enforcers of Washington DC.

Enforcer - Ammunition Specialist: This subtree will generally focus on ammunition, giving the player the opportunity to supply his crew and himself with enough ammunition to withstand long battles with other gangs and law enforcers.

Skills that we’ve moved out from The Enforcer Skill Tree:
  • Pumping Iron
  • Berserker
  • Tough guy Ace
  • Transporter Basic


Here’s the updated Enforcer Skill Tree!:
https://i.imgsafe.org/42b27d6.jpg
Temuldjin^ Mar 25, 2016 @ 5:29am 
I Must admit I am very disappointed that the Iron man basic skill is still a melee orientet skill.

I had honestly expected it to be changed to fit i's new sub tree.
Occultist Mar 25, 2016 @ 5:33am 
Bullseye, seriously? I understand that armorer can have skill like that, maybe killing a special unit every 2 sec etc, but headshot?

Btw like the change with 2 bags to carry at once. I can play casino and train heist now.
What about bags weight? It will not stack, right?
Last edited by Occultist; Mar 25, 2016 @ 5:35am
Adam^2 Mar 25, 2016 @ 5:34am 
Fully Loaded Aced, means I can pick up molotovs? :hoxton:
Overlord Lettuce Mar 25, 2016 @ 5:34am 
the armorer skillbranch seems a litttle bit OP + it's gonna be a little confusing with the armorer perkdeck and also I am wondering what you are going to do with the fugitive skilltree since you took some of the most usefull skills out.
Kairi ♡ Mar 25, 2016 @ 5:36am 
Short review:
- skill to kill enemies with saw still useless
- bulletproof basic made weaker (not sure why)
- Transporter and Die Hard remain mandatory skills
+ shotguns got decent improvements
+ more weapons can be used to handle shields
*.) Mar 25, 2016 @ 5:37am 
Like it so far. Nice to see Bulletproof & Bullseye. Curious how those skills are replaced in their respectable trees.

on to the bad things:
-Typo on Bulletstorm Basic (0 seconds)
-ICTV / Ironman.
I really think switching the Aced and Basic is a bad idea.



NoFlu Mar 25, 2016 @ 5:38am 
I like the Shotgun Skills. The Armor skills are nice too, giving most players the ability to get Flash resistance is nice, I think Bullseye should get a buff, 20 armor is literally nothing for that tier of skill. The ammo tree seems good, buffing the saw for combat is pretty nice.....
Also: There's a typo in Bulletstorm.....
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Date Posted: Mar 18, 2016 @ 10:13am
Posts: 3,096