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The general balance was 4 players, each with about 1.5 skill trees taking on different roles. There were problems, like Tech being sentry filled, Tier bonuses, and so on. But the potential was there. Then came Fugitive, which could have been great, but had a lot of filler (B's K) and a lot of OP (Swan Song) and didn't help much.
Then the balance quickly became baby mode^TM. Each DLC bested the last, pushing the individual cop lower, and the ability of each heister up. Instead of having different roles for each engagement (Sniper, shotgunner, LMG, etc.) it ended up becoming 'each person becomes a one man army entirely built around killing every cop encountered with little to no downside'.
And we end up around here, where shotguns and LMGs are high-tier and Graze needed to exist because of the sheer spam.
I'd go on, but this is a b8 thread anyway.
I blame Grinder.
That was the major tipping point for me. When health became something you manage and had to work with in order to complete the heist, to just 'lol shoot a cop or two and ignore the past minute of combat'
Pre-grinder, there wasn't much you could do about your health being chipped away beside deployables and being traded back in. Then Grinder comes along, and makes health a 'resource' and screws balance forever. Any perk deck after it had to compete with literally_remove combat effects. It's why so much of the game got rebalanced around being able to stop chip damage (like other perk decks getting regen, HT, so on.) and focus on downing through horde rushes.
So instead of 'take cover, don't lose health, conserve ammo' it became 'charge into the open, shoot them so they can't swarm you, and ignore the risky behavior/bad outcomes which would normally happen'.
Somehow I just can't take you seriously
With your picture, thats kinda ironic.....
Fellow pokemon fan and all but still
Totally agree with you.
I still have lots of fun with Payday 2, and it's my most played game of all times (and the one I truly enjoyed while doing it), but post-Grinder the game lost that magical touch.
I still felt overwhelmed by the swat troops before, but now even the level design has been led to open areas where you are supposed to remain exposed, not cover, like Henry's Rock.
Even L4D2 doesn't have this many zombies and Director AI gives you breathing room often and doesn't spam hordes after hordes oozing from every nook and cranny like PD2 does.
And spawns feel more dynamic and better too compared to PD2 ones
Yeah becasue the mods lock any thread thats says anything negative about this game.
Even though this thread is an actual debate