PAYDAY 2

PAYDAY 2

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Throwable skills tied into melee skills.
So I suggested an entire skill tree for throwables last time, and someone pointed out- Why not just make certain melee skills have bonuses to melee, such as pumping iron increasing damage for retrievable throwables. I'd not thought of this on my own so I'm back like 4 months later revising this.

Pumping iron would be a flat damage increase for throwing knives, javelines, axes, and throwing stars. (Enlighten me if I missed one) . Maybe 30 percent because doubling Javelins damage would just be too much, and the other throwables already do pretty good damage on their own.


Bloodthirst's buff could apply to sharp throwables as well, would be nice to get a sIcK fRaG with a throwing knife across the map, like the days of modern warfare, and get a free reload boost. This buff would not apply to javelin or to dozers, Add the little (Throwing weapon boost does not apply to Javelins and Bulldozers)


Counter Strike could give you something like giving you a free throw if you hit an enemy who's shot you, or doing what ocunter strike does and giving you the ability to run a cloaker through if he tries to kick you while holding a throwing weapon out. No more OP than current counter strike is. Note that "Running him through" is a joke. I mean doing damage and knocking him down or at least preventing the kick.


Berserker should stay as-is, simply applying to throwables. It could make the high-risk high-reward playstyle benfit you by making throwables (javelins cough-cough) even better.

For Frenzy it could make your throwables heal you for say, a quarter of your maximum health for basic, and give you 10 dodge, completely static, for 2 seconds after a throwable kill. Not 10 dodge to deal with armor build's negative dodge, just 10 dodge. Period. It osunds OP on paper, but this buff would not stack, nor would the time it's active. And 2 seconds isn't that long. It's what makes the top tier pistol skill undesirable, but just being an add on to already for-fun not meta melee builds would actually make it worth a tiny bit more.

Floof, do not comment on this please.

If you have any criticisms/ideas leave them down in the comments.
Note this is just to make melee builds a little more desirable and maybe, just maybe, have utility in death wish.
Last edited by Shot of Depresso; Jun 1, 2018 @ 9:43pm
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Showing 1-4 of 4 comments
^3Tinkles Jun 1, 2018 @ 10:03pm 
Not really sure if I agree with the frenzy bit. One thing I think many weapons need is a utility, which many weapons in - well - many games are lacking. Many weapons are simply categorized by feel or effiency and time to kill and if other weapons don't match up they aren't used.

I think bloodthirst should have a secondary ability for melee weapons. Causes a bleed effect for 6 seconds, during that time special units cannot use their abilities. Mainly focused on medics, you through your very valuable weapon out there to stop a medic from doing his job (lore wise he is 'treating himself') so you can kill him easier. Since medics tend to be in a monsoon of other officers, it's safe to say in some cases you won't be getting that throwable weapon back.

I'm not sure on disabling abilities of say the cloaker or taser, as they punish you for not paying attention and straying too far from others. However, the medics typically are support for dozers and the fodder. Giving us a way of dealing with their insta-heal abilities would be enough utility for some to use it.

Since incendiary grenades stun entire crowds of cops - excluding a select few, which is the primary reason why they're my favorite throwable, among the other reason that it's amazing for keeping maniac stacks around. So, giving throwing weapons (axes, javelins cards etc) a utility that disables medic's abilities for 6 seconds or so, won't be too bad.
Shot of Depresso Jun 1, 2018 @ 10:21pm 
Originally posted by ^3Tinkles:
Not really sure if I agree with the frenzy bit. One thing I think many weapons need is a utility, which many weapons in - well - many games are lacking. Many weapons are simply categorized by feel or effiency and time to kill and if other weapons don't match up they aren't used.

I think bloodthirst should have a secondary ability for melee weapons. Causes a bleed effect for 6 seconds, during that time special units cannot use their abilities. Mainly focused on medics, you through your very valuable weapon out there to stop a medic from doing his job (lore wise he is 'treating himself') so you can kill him easier. Since medics tend to be in a monsoon of other officers, it's safe to say in some cases you won't be getting that throwable weapon back.

I'm not sure on disabling abilities of say the cloaker or taser, as they punish you for not paying attention and straying too far from others. However, the medics typically are support for dozers and the fodder. Giving us a way of dealing with their insta-heal abilities would be enough utility for some to use it.

Since incendiary grenades stun entire crowds of cops - excluding a select few, which is the primary reason why they're my favorite throwable, among the other reason that it's amazing for keeping maniac stacks around. So, giving throwing weapons (axes, javelins cards etc) a utility that disables medic's abilities for 6 seconds or so, won't be too bad.
The point of frenzy is to GIVE them utility, also bloodthirst stunning cops would be near useless since it would basically be a one time one shot. It's much easier to simply kill a medic than to stun him for 6 seconds.
EM1 Jun 1, 2018 @ 10:24pm 
Or RAID: WWII style it. Distract enemies for a Card.
Shot of Depresso Jun 1, 2018 @ 10:31pm 
Originally posted by The Serpent:
Or RAID: WWII style it. Distract enemies for a Card.
Haven't touched raid since open beta.
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Date Posted: Jun 1, 2018 @ 9:42pm
Posts: 4