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Spicy Bee Dec 14, 2016 @ 2:22pm
Are you serious with the Kingpin deck?
So we have a deck which revolves around giving you a syringe instead of a throwable which gives you 5 seconds of invincibility every 25 seconds (because the cooldown activates as soon as you use the syringe, not after the effect is finished)

Not only that, but the damage you take during those 5 seconds of invincibility heals you and all enemies focus fire on you, ensuring maximum healing for those 5 seconds...

But wait there's MORE: The cooldown is reduced by 1 second for every 5 points of damage you absorb when you're at max health.

So you basically get infinate syringes on higher difficulties where enemies damage the ♥♥♥♥ out of you.

This perk deck makes you MORE OP on the HIGHER DIFFICULTIES.

Am I missing something here Overkill, because this seems pretty blatantly OP.
Last edited by Spicy Bee; Dec 14, 2016 @ 2:23pm
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Showing 136-143 of 143 comments
EnforcerKiller Dec 17, 2016 @ 10:57pm 
Originally posted by Blue Screen of Death:
I've looked at the code twice and nowhere it says the damage is diminished. Like Hoxi said, you will still take full damage, but after you healed 75% of the damage. Example:

You have 1 armor and 30 health and take 100 damage. Armor takes the hit and you gain 75 health, so you now have 105 health total.

You have 0 armor and 30 health and take 100 damage. You get to 30 + 75 = 105 health and then lose 100 health, so now you have 5 health total.

In practical terms this means you only take 25% of any incoming damage when your armor is down, and get 75% healing from any incoming damage when your armor is up. That's it. Unless I missed something really hidden in the code that I probably won't find as it is 5am and I need sleep.

This example does not use real unit damage values and does not take into account the <35% health 10% bonus, it's just an simple example to show how it works.

The trailer said "Cease to feel pain" which is why people thought Kingpin is OP.
Last edited by EnforcerKiller; Dec 17, 2016 @ 11:00pm
Originally posted by EnforcerKiller:
The trailer said "Cease to feel pain" which is why people thought Kingpin is OP.

I've edited my post, please re-quote it so the wrong text is fixed.

And yes, the description is way more confusing than it should be.

EDIT: I did not include an armor piercing damage example either, that will of course have a different result.
Last edited by Blue Screen of Death; Dec 17, 2016 @ 11:05pm
Hoxi Dec 17, 2016 @ 11:12pm 
Yeah, although the numbers from my first post are wrong (which I fixed in a comment I posted later on but forgot to edit the original), the way Blue Screen of Death explained is how it works. I already tried it out and I can say it's pretty OD viable, surviving 5 hits to your health from Heavy Zeal SWATs is no joke.

You can't use it with Frenzy (you will always die in one hit to your health anyway, since the injector doesn't give you damage resistance), but you sure can use it in any other way. When using the ICTV for example, there are two ideal situations:

-You're about to go out / peek, you use the injector before doing so and you can tank with your armor once + health damage.

-You got shot by a Heavy Zeal SWAT and you instantly have low health but you managed to get into cover (don't use the injector or you'll die anyway). Then, whenever you want to go out, you can use the inyector, you'll get max health from the first hit to your armor, and then you'll start tanking with health as if you didn't lose it in the first place. In this case, you could use Berserker.

Again, it's far from op, but also far from useless, you always get the injector back in no time anyway.

Originally posted by EnforcerKiller:
The trailer said "Cease to feel pain" which is why people thought Kingpin is OP.

The game does not (the Injector description does say so, but it's just a description like all throwables have), they added some extra flavour to the descriptions just for the website. Hell, last time I checked, the game didn't even mention that killing an enemy reduces the recharge time by 1 second (of course I had to add that part to the Spanish Localization, when it's completely missing in the English one).
Last edited by Hoxi; Dec 17, 2016 @ 11:17pm
Huh...

I just realized they did a bunch of ninja changes to the deck on 127.1...

It used to be +10% under 35% health, now it is +25% under 50% health. They also lowered the amount of health you need to gain to reduce the cooldown from 10 to 5.

This means you only die if the damage you take is >= your max health.

They fundamentally changed how it works within one day....
Last edited by Blue Screen of Death; Dec 18, 2016 @ 1:10am
Hassat Hunter (Banned) Dec 18, 2016 @ 3:20am 
Originally posted by Arrancar:
Payday 2 Community
Before release - OMG it's gonna be so OP, pls nerf.
After release - it's sucks, pls buff.
LOL


Originally posted by Hassat Hunter:
In before "One Down unviable, buff please!" spam in forums. Shall we point them here?

Called it
Hassat Hunter (Banned) Dec 18, 2016 @ 3:27am 
Already changed from site anyway.

States armor +25% on 3rd; is +15%
Also all the changes you mention from being 127.1 changes are infact values listed in the video and website? So the intended values all along???
Last edited by Hassat Hunter; Dec 18, 2016 @ 3:33am
Spicy Bee Dec 18, 2016 @ 4:57am 
Originally posted by sG | Acebats:
Anyway, thanks to a fact that's been brought up this thread can be put on hold, heck lock it actually.
Ashley Dec 18, 2016 @ 5:00am 
I love how OP claimed it was OP before it was out then it seems pretty meh at best on harder difficulties.

Anyway locked by request. Just yeh i hope the people who called it OP before it was out realized they should hold their tongue for a moment!
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Date Posted: Dec 14, 2016 @ 2:22pm
Posts: 142