How To Fix PAYDAY 2

Preface:

Death Sentence:

Add accuracy fall-off to ZEALs.



Increase the HP multipliers back to old OD levels. Reduce Dozer HP to a reasonable level.



Reduce the amount of cops allowed on the map, but make them spawn more often.



Add the faster taze effect from Crime Spree.



Allow Captain Winters to spawn multiple times.



Cloakers cuff.



Introduce nerfs to the player listed later.

Skills:

Skill Type Skill Tree Skill Aced? Issue Mastermind Medic Combat Medic Yes The only skill that actively ♥♥♥♥s over your team! Mastermind Medic Uppers Both First Aid Kits are quite weak; additionally, the revive affect hurts berserker players who would prefer to tank the down. Mastermind Medic Inspire Aced Best skill in the game, hands down. Hard to nerf. Mastermind Controller Forced Friendship Yes Extremely weak effect. Enforcer Tank Bullseye Yes It's really just not worth the points unless you're on Overkill, where anything works anyways. Enforcer Ammo Specialist Saw Massacre Both Everything. Technician Engineer Everything Everything Sentries are extremely weak and require a full 46 points to work. Technician Oppressor Heavy Impact Both The most useless skill in the game, Combat Medic Aced aside. Ghost Artful Dodger Dire Need Both Useless. Fugitive Gunslinger Equilibrium Both The effects just aren't worth it. Fugitive Gunslinger One Handed Talent Both Super weak on high damage pistols, super strong on low damage pistols. Fugitive Gunslinger Desperado No The basic effect is useless. Fugitive Gunslinger Trigger Happy Both As the skill technically stacks, it's inconsistent as ♥♥♥♥. Fugitive Revenant Up You Go Yes Similar to Combat Medic Aced, except it's just useless instead of actively harmful. Fugitive Revenant Feign Death Both Literally just RNG ♥♥♥♥♥♥♥t. Fugitive Revenant Swan Song Both One of it's best qualities was damaged when it was nerfed. Fugitive Revenant Messiah Both Inconsistent due to being knocked down instantly. Fugitive Brawler Martial Arts Yes Knockdown means nothing. Fugitive Brawler Counterstrike Both Pointless when you can just connect the melee swing for what's usually an instant kill due to Bloodthirst and/or Berserker.

Skill Type Skill Tree Skill Aced? Fix Mastermind Medic Combat Medic Yes Make the percentage boost additive, not multiplicative, so the player is revived with 40% HP. Then disable it on Berserker players. Mastermind Medic Uppers Both Increase the amount of First Aid Kits to anywhere from 16 to 20. Make Berserker negate the revive effect unless they are the only player alive. Mastermind Medic Inspire Aced Increase cooldown to 30+ seconds. No more than a minute. Mastermind Controller Forced Friendship Yes Make it a percentage of damage reduction as opposed to damage absorption. Enforcer Tank Bullseye Yes There are many ways to fix this e.g. giving more and more armour back per headshot up until 100 armour, or reducing the cooldown by half, etc. Enforcer Ammo Specialist Saw Massacre Both Completely new skill, or give it a massive buff to saw damage. Technician Engineer Everything Everything Make sentries give health and/or armour on kill. Make sentries indestructible. Reduce point investment to something more reasonable. Things like that. Technician Oppressor Heavy Impact Both New skill idea - a damage buff to fully automatic weapons. Ghost Artful Dodger Dire Need Both New skill idea - any healing effects are increased when your armour is broken. Or perhaps a damage boost. Fugitive Gunslinger Equilibrium Both Swap the effects, then up 33% speed to 50% speed. Fugitive Gunslinger One Handed Talent Both Make it a percentage so it affects big guns a bit more and little guns a bit less. Fugitive Gunslinger Desperado No New effect idea - each consecutive headshot increases pistol damage by 5%, stacking up to XX%. Fugitive Gunslinger Trigger Happy Both Remove the stacking functionality and make it like the OVERKILL damage boost. Fugitive Revenant Up You Go Yes Make it additive. Fugitive Revenant Feign Death Both Remove the RNG ♥♥♥♥♥♥♥t and make a new skill, or make it skill based. Fugitive Revenant Swan Song Both Bring it up to 9 seconds, but remove the infinite ammo. Fugitive Revenant Messiah Both Fix the issue where enemies knock you down instantaneously. Fugitive Brawler Martial Arts Yes New effect idea - 50% reduced knockback from melee attacks. Fugitive Brawler Counterstrike Both Move the aced effect to basic, and have the aced effect allow melee sprinting, or add damage resistance while charging melee.

Perk Decks:

Perk Deck Tier Issue Crew Chief C Requires good team co-ordination to function. Try finding that in a pub. Muscle B The 414 health boost isn't as good as it looks. Rogue A It's very RNG heavy and inconsistent. Crook B Usually just slightly worse Armorer. Hitman C It's not bad but it's not good either. Infiltrator C Sociopath but worse. Sociopath B The Underdog patch made this deck weaker. Gambler D Flat values are really bad. Grinder B Again, flat values. Ex-President D You must make yourself too vulnerable to heal. Maniac C Flat values are really, really bad. Anarchist SS Armor gating makes this deck stupidly good. Biker C Usable, but instances of flat values still need to be stomped out. Sicario B Rogue but worse. Tag Team F The "F" in "Flat Values" stands for "F tier deck." Hacker A Can be triggered by Berserker users.

Perk Deck Tier Fix Crew Chief C Increase the values that take effect on the user of the deck. Muscle B Add a decent amount of damage resistance when your armour is broken, or possibly add Armorer's invincibility effect. Just a little extra to protect that HP pool. Rogue A 'Unfix' dodge to re-allow dodging while in a state of dodge - however, there should be a penalty to dodge while in the dodge state to prevent Rogue from occasionally becoming unkillable. Crook B See above. Hitman C Add the armorer invincibility, but with a 45 second cooldown. Infiltrator C Life Drain is changed to provide damage resistance for 10-20 seconds instead of a possibly harmful healing effect. Add 10% extra damage reduction. Sociopath B See above, but apply to Clean Hit instead, and keep the on kill part as opposed to on hit. Add 10% extra damage reduction. Gambler D Make it percentage values so you gain a meaningful amount of health. Currently the deck heals 32 to 40 health per pickup, or 10 to 12.5% - this should be kept as is, but as a percentage - with Partners in Crime, this become 41.86 to 52.325 HP per pickup instead. Values can be tweaked if needed. Grinder B Make it percentage based in some way, to give Partners in Crime a bit more value. Ex-President D Add Hitman's armour recovery, or add Armorer's invincibility. Maniac C Make it percentage values because right now, it's literally unkillable on low difficulties and stomped into oblivion on higher difficulties. Percentage values work much better with existing damage reduction skills, too. Anarchist SS Increase the interval for the suit by a very small amount, possibly up to Lightweight Ballistic Vest's current level and then decrease the interval of bulkier armour to make it usable. Biker C Percentage values will make heavier armour and health increasing skills worth more. Sicario B Reduce cooldown to 45 seconds, as well as the dodge fix mentioned earlier. Tag Team F Percentage values so it actually helps teammates as opposed to healing a miniscule amount that means almost nothing. Hacker A Stop Berserker players from triggering the deck's effects. Seriously. It's annoying. Remove the pager blocking ability as well.

Weapons:

Weapon Tier Issue Akimbo Godliaths SS+ No, that D is not a typo. These things are monstrous; insanely high damage that allows one shots on Death Sentence, super high ammo pickup, insanely high magazine capacity, decent stability... It really isn't a far stretch to call these things the most overpowered and broken weapon in the game, especially since you barely have to put in any effort - just point in the general direction of the cops and click. Akimbo Grimms SS The dodge version of the Godliaths. All LMGs SS Insanely high damage, easy to hit super high accuracy and stability on the 80 damage LMGs. With Berserker Aced after a revive on Death Sentence, the 80 damage LMGs are capable of killing a ZEAL Heavy in 2 hits to the head, yet they're allowed to gain 16 bullets back. The Izhma SS It's a really strong shotgun, not much else needs to be said. All DMRS E Only twice the damage of the 80 damage LMGs, yet only able to pick up around one bullet per box.

Weapon Tier Fix Akimbo Godliaths SS+ Reduce ammo pickup, damage, increase accuracy... just do something. Akimbo Grimms SS See above. All LMGs SS Reduce the ammo pickup by a substantial amount. The Izhma SS Reduce ammo pickup by a little bit - not enough to destroy the weapon, but enough to force the player to switch things up. All DMRS E Increase the ammo pickup.

This is a project I've been working on for several months and covers issues that realistically shouldn't be too difficult to implement before development for PAYDAY 2 finally stops.Tiers are my opinion, they aren't objective fact.I'm open to idea if you don't like my proposed fixes.Right now, Death Sentence is easy. Far too easy, given that it's the highest difficulty.As a little side note, some of the lower difficulties almost feel like they're useless, but the first step to fixing everything is to raise the highest level up, before spreading everything else evenly.Proposed fixes are in the second table.Again, fixes are in the second table.Weapons are that broken right now I'm only going to cover extreme outliers. Same as before, fixes are in the second table.Edit: Formatting should hopefully be fixed in the Perk Deck section.Edit 2: Tweaking based on criticism from a friend.Edit 3: Increased the cooldown timer for Hitman's suggested cooldown.Edit 4: Added a bit of maths for Gambler. Tweaked Crook's issue.Edit 5: Added a side note about difficulties.