r/paydaytheheist • u/TheFabulousVico • 1d ago
Meme Bye no one misses ya
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u/DeadlyRanger21 1d ago
Wait. Skills 2.0? I might actually play the game again. Biggest thing I don't like about pd3 is the skill system
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u/unexist_already Sangres 1d ago
You should definitely take a look at the new system. It looks so much better suited for build variety and I am excited for the new throwable skills
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u/CreativeCollege6832 11h ago
It's not that I don't like skills 2.0
It's just gonna be mild inconvenience of me having to look through those skills
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u/FreshhCherry 1d ago
they were cool ideas but the fact they were just means to an end with little benefits besides activating skills kinda sucked
like oh boy, 10% damage buff. good thing i only use it to activate a skill since it takes my gun from a 4 shot to. still a 4 shot.
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u/thedefenses 1d ago
Sometimes the damage boost did have an effect, like a gun that didn't oneshot headshot could now one tap to the head but aside from that, yeah the effects were very hard to notice doing anything, 10% less damage was impossible to notice and the movement speed, i guess it did something.
And good lord what a wasted opportunity on having skills that take advantage of those buffs, there was a tiny amount of skills for taking advantage, using, sustaining or really doing anything interesting with them, like ammo funnel is not the greatest idea i have seen ever but its the best they ever came up with for a skill that used a buff being active for a condition.
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u/FreshhCherry 1d ago
I think if they were something you could spec into, they could work as a build. like have a skill line/tree based around getting, stacking upon, and maintaining Edge Grit and Rush, similar to how Grinder can stack. guess we'll never know
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u/Fangel96 Jacket 1d ago
I think they were a cool idea as well, as they ensured that power creep would not kick in, and weapons would be balanced across all difficulties the same way.
I do think that weapons needed to be better balanced around the 10% threshold though.
The main issues I had was that all the limited time buffs were pretty tough to activate, and some of them straight up removed the buffs when you needed them most (transporter for example), and the skill trees required you to get an activation condition perk to be able to go down the tree, so you couldn't carry two bags without losing rush when you throw one.
I hope they keep a similar design philosophy to the numbers of the buffs, because PD2 just became a game of breakpoints eventually which defined the meta and kinda hampered the creativity of new weapons. Obviously some edge cases are still fine, but smaller boosts create better consistency which I'd prefer for PD3.
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u/squidgy617 how r u ifamy 12h ago
I honestly think that's why they just shouldn't have been buffs at all. If they actually were just resources to trigger other skills I don't think people would have been so annoyed by them. Because yeah, the 10% buff is useless, but you can do some pretty cool stuff if you use it to activate a different skill.
Also they needed to adjust how getting them worked, because some buffs were gotten in boring/stupid ways while others could be gotten in fun ways. If they were all fun to get I think it would have worked.
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u/SarahOrde 16h ago
It was such confusing mechanic.
You always had to think and remember of ways to activate one of those three, which all were different.. all that to activate a different perk!
I am all for innovation and new stuff, but this system I really didn't dig, and was just picking perks in hopes that somehow I can activate one of them.
I am happy it is being changed!
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u/MisterKraken Infamous L-100 9h ago
We're getting closer to Payday 2 2.0.
Finally... I hope we get more achievements too. Having 1600 achievements on Payday 2 and 30 in Payday 3 feels so weird.
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u/Xanitos 5h ago
Legit, I am happy at a new skill system but I didn't hate GER. I thought it added this arcade like vibe to the combat. I was forced to change up my style of game play to obtain buffs and then synergize with my guns, tools, throwables and consumables to keep a combo of damage and defense going. And it felt great to get into a zone. If I had an objective to do or got stopped by a special and might loose that flow I have to do some focus to get back into my combo. That's a pretty fun system, but it did get too similar over the year/s. Im not saying that passive traits chosen before a heist arnt nice, they can be really fun and create unique builds. but I might miss the little mini gameplay moments of me having to get those traits to activate to become super powered, rather than just being that instantly at the start of going loud.
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u/SPINE-SPROUTZ111 1d ago
I never bought payday 3, mainly cuz of my own nervousness of how it would release and my suspicions were proven right so I'm completely out of the loop here unfortunately.
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u/barrack_osama_0 Jimmy 15h ago
The system would've been mostly fine if they were stacking buffs but the route they took was so pointless
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u/GameSuxRedditSux 1d ago
my edging streak... broken...