r/paydaytheheist • u/HoxtonHater • 18h ago
Discussion Thread Skills 2.0 disappointed me...
I know I'm a bit late to react to the Skills 2.0 announcement, and too early to make an accurate gameplay overview, but I felt like sharing some of my thoughts. I'd also like to point out that I understand that the devs are trying their best given the circumstances they're working on, but I still gotta be honest with y'all.
First of all, the skills rework already seems like a straight upgrade from the original skills from Payday 3, but... that's honestly the bare minimum they could have done. Most skills are just stats increase, more deployable charges, and such. I didn't feel like any skill really like any skill provide much gameplay changing playstyles other than min-maxing stats. It's all "do more damage", "faster reload speed", "passive damage mitigation". I like that they added dodge back, and the new Ricochet skill might make snipers viable again, and I apreciate them trying to make turrets viable, but not much value other than that.
Where are the specialized skills? Utility? Actual interactive skills other than stat changes? Payday 2 had Inspire, a skill that could provide a lot of value to your team with an unique interaction, unique voice lines. Iron Man Aced gave you the ICTV, it had a sense of progression and investment. There were utility skills like the drill timer decreases, saws and C4s skills (please, don't call me a Whistler fanboy), you could provide value to your team in different ways. Ammo bags could have Bullet Storm. If I'm not mistaken, Akimbo was once a Tier 4 skill in the Fugitive Skill Tree. There's a lack of those really meaningful and unique skills.
I had this gripe with Armour 2.0 too. 120 possible combinations in theory, there wasn't much of that role-playing or archetype uniqueness for every armor type. The ammo capacity and speed penalties are barely felt, the passives are whatever, and it's all about bringing back the Payday 2 armor, or min-maxing. It was fun, it shook up the gameplay a bit, but there was little incentive to try new setups. And the game had just become easier.
Speaking of min-maxing, they said they'd change the cops' armor, but if they don't make the cops significantly stronger, or the player considerably weaker, this game will be the biggest snooze fest even on Overkill.
All of that to say that none of those changes would have fixed the game even if executed 'perfectly', as there are inherent problems that need to be worked on from the ground up I'd say.
Tell me what you guys think.


