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... Were the inbetween armors ever a great strategy anyways?
Nope. So Overkill decided that making them weaker was the best course of action.
*The lwbv was pretty good with Thick Skin and Bulletproof, especially combined with Sociopath. The new skill tree overhaul will get rid of that synergy.
Can I get a source on that? I'm looking through the Overhauls, and I'm not seeing it anywhere.
The old tick skin skill will be available to everyone in the new system. each Light armor will receive +20 armor.
http://steamcommunity.com/app/218620/discussions/10/392184522709634891/#c392184522723309658
"Taking in that the bonus armor from thick skin will be added to the armor itself. "
Berzerker for armor is also super good and Dodges Crits are the zerker of dodge.
EDIT: To make it look like it makes sense...
Armor has Berzerker
Dodge has Crits
Armor is for players who dont like RnG, Dodge the opposite.
I have read your concerns and rants!
Just a quick note that putting Bullseye in Armourer tree and nerfing BP helps to bridge the gap between high and lower armours.
I try to run a pre-regen era solo Armourer build so I'm self-nerfing by not taking Bullseye.
I am however getting nerfed bad by the new skill trees:
http://payday.drakendomain.net/?18=b&19=b&20=b&21=b&22=b&23=a&24=a&25=a&26=a&28=a&29=a&30=a&36=a&44=a&46=a&48=a&54=b&58=b&60=a&63=a&64=a&66=a
1) Running pre-regen build so 35% BP instead and no Bullseye
2) Shockproof now requires 8 points to be reliable. Current one is 4 points auto knockdown of tazer within 1 to 3 seconds.
3) Berserker is now in Fugitive, so no more berserker saw for me
4) Shield knockback is no longer 100% for all melee weapons
5) Drills are silent, no more solo Firestarter Day 3 drill luring
Due to skill point limit:
1) My shotgun reload boost is now 25% instead of 50%
2) No melee boosts (less 50% damage and +50% knockdown)
3) 10% chance to autorestart
4) No drill efficiency
Some buffs:
1) Overkill is now 10 seconds. Makes basic Izhma more sustainable
2) I carry 2 bags
3) Sprint in any direction and armour only damage from falls
4) Shotgun ADS accuracy boost
5) Hip-fire shotgun sprint
6) Shots can stagger shields
Overall, I'm getting nerfed hard by trying to port my current armour build into the new one.
The buffs don't even do much, other than carrying 2 bags.
So yeah, I feel you man, I really do.
Not sure what you're talking about when you say LWBV builds won't be possible. It still looks totally possible to me, probably with less points spent too.
Other than that, I totally agree. Even as a Dodge player myself, I feel that armor doesn't get enough love.
I've given it a few tries, but I haven't stuck with it. lwbv just seemed right for me, since it has about enough armor to be completely refilled by Sociopath if you have Bulletproof and Thick Skin. Movement speed was also a big factor for me. I'll have to look into ictv for Sociopath.
I should probably correct myself on that one. Armor builds are most certainly still possible, and cost less points, but so many skills that revolve around armor have been made less powerful, like Bullseye and Bulletproof, meanwhile lighter builds also cost less points to create, but haven't seen much of a nerf.
You got at least 20 dodge and 50 armor, plus your stats are hardly affected because lightweight vest and suit are similar.
But I was talking more about a Sociopath Dodge build. I don't own the Socio deck DLC, so I don't know about its capability in either Dodge or Armor.
Armor and dodge builds have their place. Most crews (non random pubs) will have 2 dodge users and 2 ICTV users, or 1 dodge and 3 ICTV users.
ICTV has many benefits, dodge has many benefits. Do you remember what wearing a suit was like back when Payday 2 was released? it was basically unplayable, you would get kicked out of lobbies because you were useless, not because you were "cheap."
If you were an ICTV, with the appropriate skills, and half a brain you will NEVER go down. Instead of regenning health, you have extremely high armor that regens almost immediately. The only downside is you're slow as ♥♥♥♥.
However you're basically a dozer. Holding down the fort(and this is pretty important considering half of this game is standing and drilling in one confined area), slaughtering from a distance, or taking out vast amounts of enemies with explosives. Depending on what kind of build you're doing, you most likely have bulletproof which benefits the whole team. c4, drill upgrades, aswell as viable shotguns. 2 ICTV users can push out a door and take out an army in a parking lot in order to save a overconfident dodge user. if a dodge user were to run out into that some parking lot he wouldn't make it 5 steps out the door.
Dodge users do not regen instantly, and ofc there's requirements for it, they have no armor at all when they get revived so they're likely to go down instantly again. In comparison, health is basically a dodge users shield, and it's a much smaller shield capacity than an armor user.
They rely on RNG to run across a street. Snipers one shot you, and if your team isn't bright enough to kill the sniper you'll be instadowned even if you are the best dodge player in existance (if you add in lag then even other enemies can "one shot" you).
The only upside is you get to move fast. This does allow you to do a multitude of things. Fetch and place objectives, saving teammates, and out manuvering enemies to name the obvious.
Both have their uses. Neither is superior to the other in all instances. Dodge sucked for the first year, whereas armor was more fleshed out. It's only fitting that they've been improving it.
Now as for the skill revamp, they should focus on balancing the regen, as well as armor capacity. While armor is OP in most hands but can't accomplish some tasks aswell as dodge, i think it should stay that way, slow and steady wins the race.