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** Taken a step further with the appropriately named Shadow Heist. You ''can't'' have the alarm raised at all, otherwise you'll have just one minute to secure the rest of the loot and hightail it out of the warehouse before you're left behind.
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*** Note: getting the wrong truck because you went loud and didn't get both halves of the database, results in Bain being LESS hostile towards the crew. Getting the wrong truck through stealth will have Bain repeatedly call you an asshole.
** Averted with the Shadow Raid heist. You are required to stealth it. If you're detected, you have 60 seconds to complete, or you lose.
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** Used again for the Shadow Heist where getting caught in stealth triggers a 60 second timer for you to get the loot and escape. Fail to get away in time and the mission fails.
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* CasualCompetitiveConflict: Despite the game being purely co-op, there's breakdowns between people over how the game should be:
** The tactic of players chaining ECM use so that they can kill the guards and complete all the objectives in stealth before the jammers stop working has been debated for quite some time. Some people believe ECM chaining is extremely cheap and that it's not "real" stealth while the defenders say that the tactic is fair game.
*** Shaped chargers also went through a similar debate before the developers created counters that punished people for relying on shaped charges too much. In certain levels, one or two people with shaped charges can easily bypass drilling or lockpicking safes and can beat the mission faster this way. One side felt the shaped charges were too cheap and the other side saw no problem with the charges.
** The direction of the game's difficulty is also hotly debated after the developers made several patches that beefed up the difficulty overall. Casual players feel the Cloaker is too powerful due to him being able to knock people down in one hit and they also dislike the changes to stealth that made it harder overall. The more hardcore players say the Cloakers are fine and that the old version of stealth was just too easy and not challenging.
** The way the game is set up to discourage players from trying to level grind as fast as possible is a heavy topic for many. People that defend the game's level grinding discouragement believe it's the way it should be so that people can play something other than Rats over and over again. The other side of the debate believes they're being punished for playing their favorite heists or for trying to level up with the least amount of pain.

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In addition to the game, Overkill Software created a promotional mini-series, simply called ''PAYDAY: The Web Series'', which consists of six 10-minute episodes based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc, or what kind of people they are. The series was produced and directed by Demian Lichtenstein, who also directed ''Film/ThreeThousandMilesToGraceland'', and was co-produced by Overkill Software. It can be found for free on Website/{{Youtube}} and several gaming news-sites.

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In addition to the game, Overkill Software created a promotional mini-series, simply called ''PAYDAY: The Web Series'', which consists of six 10-minute episodes (averaging at about 10 minutes each) based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc, or what kind of people they are. The series was produced and directed by Demian Lichtenstein, who also directed ''Film/ThreeThousandMilesToGraceland'', and was co-produced by Overkill Software. It can be found for free on Website/{{Youtube}} and several gaming news-sites.



* GuideDangIt: The Train Heist from the ''Armored Transport DLC'' requires players steal a military turret, and bag its ammunition should they want a larger prize. Do note, however, that the game fails to emphasize how ''incredibly'' volitile the ammo is, as by shooting or simply throwing said bags a little too far causes a strong explosion that can ruin an entire game: as bags are typically moved from pile to pile, and ammo bag explosions can cause chain reactions, one player's error can accidentally cause a huge detonation, either killing the entire team or costing a significant amount of pay.



* MarathonLevel: The Train Heist. Not only is it pretty lengthy in itself (players must open several train cars, resorting to drilling when abilities and keycards run out, and then use thermal lances to open a few vaults), but unlocking it requires grinding the Armored Transport mission, which can take upwards of ten minutes each time.



** The above entry can be viewed as one by some players; the main reason some choose Armored Transport jobs is because they are quick, clean sources of money and experience. The train job being accepted ('accepted' meaning 'picked up the item drop that triggers it') jeopardizes the gained money and XP by making you do a much more difficult bonus mission which takes time and, if failed, can lose you your previous profit.

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** The above entry can be viewed as one by some players; the main reason some choose Armored Transport jobs is because they are quick, clean sources of money and experience. The train job being accepted ('accepted' accepted, meaning 'picked "(accidentally) picked up the item drop that triggers it') it", jeopardizes the gained money and XP by making you do a much more difficult bonus mission which takes time and, if failed, can lose you your previous profit.profit. Throw in that the bonus heist's difficulty matches the unlock stage, and it gets worse: finally completing Armored Transport on OVERKILL or DEATHWISH means you're doing the Train Heist [[NintendoHard on the same level]] or getting nothing in the way of rewards.

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* AbsurdlyHighLevelCap: Firstly, players can attain a maximum level of 100, and levelling slows to such a crawl that even DEATHWISH heists will provide only a fraction of later levels. Taken even further with the "Infamous" prestige levels, which require players to grind to Lv 100 for the pleasure of paying $200M in saved offshore cash to lose all normal cash and upgrades; in other words, players wipe the slate totally clean[[note]](players drop everything save for weapons, mods, masks, materials, and any offshore cash left over; weapons locked to level caps cannot be equipped)[[/note]] for a spade logo in front of their name, lower level requirements, and better rare drops.
** Taken even further with the Infamy system as, while each restart lowers the level up requirements by 5%, it should be noted that players still need to raise $200m offshore, and there are currently up to five levels of Infamy; if the current chart is anything to go by, OVERKILL has plans for three more class levels and a final one, meaning players will max out at Infamy '''14'''.



* LevelGrinding: Discouraged through slower leveling from around level 40 onwards. It possible to acquire a total of 120 upgrade points, but the later XP requirements mean even a flawless multi-day heist on the highest difficulty will '''never''' get you more than 3/4 of a level. Thankfully, upgrades now come with a respec option that refunds all your points and half of your upgrade money.[[note]]The point of a half cash refund means you still have to work and save up cash again for the best abilities, preventing abuse of the respec feature between missions.[[/note]]

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* LevelGrinding: Discouraged through slower leveling from around level 40 40, which then becomes even slower from level 60 onwards. It possible to acquire a total of 120 upgrade points, but the later XP requirements mean even a flawless multi-day heist on the highest difficulty will '''never''' get you more than 3/4 of a level. Thankfully, upgrades now come with a respec option that refunds all your points and half around 50-60% of your upgrade money.expenses.[[note]]The point of a half partial cash refund means you still have to work and save up cash again for the best abilities, preventing abuse of the respec feature between missions.[[/note]]

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** Also the bank heists. There's always a chance the vault is empty, meaning you have to break into the safety deposit boxes. Granted, it's easily done with a saw, but lacking one means [[FakeDifficulty you have to start picking into each and every one until the team can scrape enough together.]]
** The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist. Another smaller element in these jobs is that, on higher difficulty levels, the game can decide to spawn a massively-armored and highly dangerous Bulldozer enemy in the back of one of the armored trucks, just to keep you on your toes when opening them up.

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** Also the The Harvest and Trustee bank heists.(Pro job version). There's always a chance the vault is empty, meaning you have to break into the safety deposit boxes. Granted, it's easily done with a saw, but lacking one means [[FakeDifficulty you have to start picking into each and every one until the team can scrape enough together.]]
** The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist. Another smaller element in these jobs is that, on higher difficulty levels, the game can decide to spawn a massively-armored and highly dangerous Bulldozer enemy in the back of one of the armored trucks, just to keep you on your toes when opening them up. The type of loot you need to secure is also random ranging from easy to move (jewelry) to a pain in the ass to haul (gold).



** GO Bank is so random it's cruel, especially as achievements require a zero alarm run. Even if everything is perfect, stealth runs mean you '''must''' take a call to confirm the vault unlock, and the said caller can randomly ask to speak with "Barney" to confirm, or can be a police chief demanding to speak with an officer; if Bain can't convince them otherwise, either of the callers will send enemies to check out the bank ''and then raise the alarm when they don't report back things are fine.'' In other words, unless you're willing to leave a chunk of loot, you'll being forfeiting stealth acheivements and XP and, since the driver flees at first alarm, you have to do the tedious "Plan B" method.

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** GO Bank is so random it's cruel, especially as achievements require a zero alarm run.run and/or zero civilian casualties. Even if everything is perfect, stealth runs mean you '''must''' take a call to confirm the vault unlock, and the said caller can randomly ask to speak with "Barney" to confirm, or can be a police chief demanding to speak with an officer; if Bain can't convince them otherwise, either of the callers will send enemies to check out the bank ''and then raise the alarm when they don't report back things are fine.'' In other words, unless you're willing to leave a chunk of loot, you'll being forfeiting stealth acheivements and XP and, since the driver flees at first alarm, you have to do the tedious "Plan B" method.


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*** Not even Plan B is safe from the RNG gods. While you can buy the ace pilot asset to have a better chance that the pilot will use the roof as the extraction point for the loot, there will be times where the pilot will refuse to use the roof and opt to either use the street (which is filled with cops) or the parking lot (shootout for snipers) to pick up the loot. When the time comes for the pilot to pick up the loot, he can miss ''several times in a row'' if you're unlucky enough and each miss forces you to wait several more minutes until the pilot circles around to try again. If you're REALLY unlucky, the pilot can get shot down and crash, causing the loot bags that you secured to be scattered all over the place and force you to move them yourselves through the sewers while under a time limit.

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* HollywoodSilencer: {{Averted}}, as silenced weapons act more like their real life counterparts; silenced guns are less noisy than a non silenced gun, but people will still hear it if you fire too close to them. Then later played stright when Overkill updated all silencers to be completely silent, and balanced around damage reduction and concealment instead of noise reductional value.

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* HollywoodSilencer: {{Averted}}, as silenced weapons act more like their real life counterparts; silenced guns are less noisy than a non silenced gun, but people will still hear it if you fire too close to them. Then later played stright straight when Overkill updated all silencers to be completely silent, and balanced around damage reduction and concealment instead of noise reductional value.educational value. The change was due to the noise from silenced guns being heard by people from a great vertical distance, regardless on what was obstructing between the shooter and the NPC that heard the shot.



** Light machine guns: high ammo capacity, high rate of fire, and is great to use to clear out crowds in small areas. Has lengthy reload times and can't have iron sights used so that the weapon isn't completely overpowered.



* OneHitPointWonder: Again, civilians are fragile as ever as they were in the previous game. Even the weakest gun in the game can kill innocents with a single shot. Accidentally hit one when you meant to shout for them to get down? Yeah, that'll penalize you too.
* PacifistRun: Entirely possible with many heists having stealth as an alternate method instead of running in guns blazing, but it takes a lot of coordination and the right tools at times.
* PaletteSwap: The Bulldozer that uses the automatic shotgun wears a black suit of armor compared to the green colored pump-action counterpart.

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* OneHitPointWonder: Again, civilians are fragile as ever as they were in the previous game. Even the weakest gun in the game can kill innocents with a single shot. Accidentally hit one when you meant to shout for them to get down? Yeah, that'll penalize you too.
too. Patch 27 made the civilians a ''little'' more resilient to melee strikes, meaning one slap will force them to get down on the ground without killing them. Hitting them a second time will still kill them and shooting them still kills them instantly.
* PacifistRun: Entirely possible with many heists having stealth as an alternate method instead of running in guns blazing, but it takes a lot of coordination and the right tools and skills at times.
* PaletteSwap: The Bulldozer that uses the automatic shotgun wears a black suit of armor compared to the green colored pump-action counterpart.



** Played straight with the bouncer in the Nightclub job. You can walk up to him decked out in a full suit of body armor, carry highly visible weapons, and he will still think you're a classy gentleman, letting you inside. Also played straight with civilians until you have your weapon drawn.

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** Played straight with the bouncer in the Nightclub job. job before the detection mechanic was altered in a patch. You can were able to walk up to him decked out in a full suit of body armor, carry highly visible weapons, and he will would still think you're a classy gentleman, letting you inside. A patch changed the bouncer's detection towards the players so only lightly armed players will get by him without incident. [[note]]It IS possible to walk by him in heavy armor and large guns since he is programmed to step aside after determining that the crew can go in, but unless you're quick, the bouncer will go on high alert.[[/note]] Also played straight with civilians until you have your weapon drawn.

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* BribingYourWayToVictory: The Gage weapons pack [=DLCs=] [[ZigZaggedTrope vary between releases]]:

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* BribingYourWayToVictory: The Gage weapons pack [=DLCs=] [[ZigZaggedTrope vary between releases]]:releases]] with some content either being DifficultButAwesome or useful only in the right hands:



** Played straight again with the mod pack as, while it requires [[ForcedLevelGrinding level grinding]] to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks and tons of cash).
** Also played straight with some DLC assets: the sniper pack, for example, grants the unlockable bonuses like two-way ziplines and vantage points which, like grenades, can be a huge advantage but require at least one player to have paid for the DLC.

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** Played straight again with the mod pack as, while it requires [[ForcedLevelGrinding level grinding]] to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks and tons of cash).
cash). Players who don't own the mod pack DLC can still earn extra experience points from the packages they find, though the amount depends on how many the team finds and it's still a paltry amount of points.
** Also played straight with some DLC assets: the sniper pack, for example, grants the unlockable bonuses like two-way ziplines zip lines and vantage points which, like grenades, can be a huge advantage but require at least one player to have paid for the DLC.DLC. The assets also have their own downsides: vantage points can put you far away from the rest of the team, which means if cops swarm your location or take enough potshots at you, you're screwed. Zip lines, while cool to use, won't allow you to use iron sight aiming while using the line and you're also open to attack by enemies.


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* KnifeNut: If you own the DLC for them, you can become a knife nut. With proper use, it's possible to kill many enemies with a knife and save yourself ammo in the long run. Unfortunately, law enforcement can also use a knife against you and they hurt a lot.
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* DummiedOut: An early version of the ECM feedback would have civilians and enemies vomiting, but the effect was replaced with having people hold their head in pain instead. The old vomiting animation is still within the game's code.
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** The Death Wish update enhanced this further by introducing EXP reduction if you play the same level over and over while giving you an EXP boost if you play different heists each time.

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** The Death Wish update enhanced this further by introducing EXP reduction if you play the same level over and over while giving you an EXP boost if you play different heists each time. The same update also introduced an anti-level grinding feature for the Death Wish version of Rats on day 1; trying to blow up the lab so you can skip cooking the meth? The lab still explodes, but the explosion and fire covers the ''entire level''. Even if you try get around this, the escape van is programmed to never show up unless you cooked 3 bags of meth.
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**The above entry can be viewed as one by some players; the main reason some choose Armored Transport jobs is because they are quick, clean sources of money and experience. The train job being accepted ('accepted' meaning 'picked up the item drop that triggers it') jeopardizes the gained money and XP by making you do a much more difficult bonus mission which takes time and, if failed, can lose you your previous profit.
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***This example is abused repeatedly by hackers, who figured out how to spawn said bags at a high velocity on a ballistic arc. Meaning the bags of artillery shells are actually ''being used as artillery''.
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**In addition, the game puts so many chain-link fences in your way that cutting through them tends to be an unconscious action for most players. However, if the game feels particularly capricious, the chain-link fence in the first day of the Big Oil mission can be ''electrified'', shocking you and (due to the ensuing involuntary muscle spasms) discharging your weapon repeatedly. If it was un-suppressed, you just warned the enemy you were coming, and they will proceed to burn several important pieces of intelligence.
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*** If that isn't bad enough, do note that several random factors can sabotage the mission. Not only do passing civilians frequently spawn into the map, but even cops can sometimes walk past and sound the alarm; even one of the portable toilets out back can randomly open, resulting in a bank guard wandering in from the back ''without warning.'' Throw in things like, for example, how a blackmailer can call and demand you throw a cash bag over a fence or he calls the cops, and you've got some unleaded FakeDifficulty.

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*** If that isn't bad enough, do note that several random factors can sabotage the mission. Not only do passing civilians frequently spawn into the map, but even cops can sometimes walk past and sound the alarm; even one of the portable toilets out back can randomly open, resulting in a bank guard wandering in from the back ''without warning.'' Throw in things like, for example, how a blackmailer can call and demand you throw a cash bag over a fence or he calls the cops, and you've got some unleaded FakeDifficulty. Finally, the vault is almost always secured by motion-sensing lasers, so it only takes ''one'' person on the team not knowing about them to rush in and ruin the stealth in the mission's final moments. Plus, the lasers ''move'' in a semi-random pattern, taking massive amounts of either luck or pattern-observation to get through the door safely. Repeatedly, since there is no way to disable them even once inside.
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** The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist.

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** The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist. Another smaller element in these jobs is that, on higher difficulty levels, the game can decide to spawn a massively-armored and highly dangerous Bulldozer enemy in the back of one of the armored trucks, just to keep you on your toes when opening them up.
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Fixed Wiki Words in previous


* ConspicuousGloves: The four playable characters always wear blue latex surgical gloves with their two-piece suits regardless of the mission. They're obviously to prevent leaving fingerprints, but it can be somewhat disconcerting when you notice you always wear them, even while covertly casing a robbery target. This coupled with the aversion of Informed Equipment can lead to players who, although geared for stealth, always seem to A) be wearing surgical gloves and B) carrying gear like first aid kits slung over their shoulder. It can start to seem like an Unusually Uninteresting Sight when four men resembling extremely fashion-conscious paramedics in varying degrees of military-grade body armor walk through a bank mumbling about guards and cameras.

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* ConspicuousGloves: The four playable characters always wear blue latex surgical gloves with their two-piece suits regardless of the mission. They're obviously to prevent leaving fingerprints, but it can be somewhat disconcerting when you notice you always wear them, even while covertly casing a robbery target. This coupled with the aversion of Informed Equipment InformedEquipment can lead to players who, although geared for stealth, always seem to A) be wearing surgical gloves and B) carrying gear like first aid kits slung over their shoulder. It can start to seem like an Unusually Uninteresting Sight UnusuallyUninterestingSight when four men resembling extremely fashion-conscious paramedics in varying degrees of military-grade body armor walk through a bank mumbling about guards and cameras.
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Cross-applied entry added in Conspicuous Gloves

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*ConspicuousGloves: The four playable characters always wear blue latex surgical gloves with their two-piece suits regardless of the mission. They're obviously to prevent leaving fingerprints, but it can be somewhat disconcerting when you notice you always wear them, even while covertly casing a robbery target. This coupled with the aversion of Informed Equipment can lead to players who, although geared for stealth, always seem to A) be wearing surgical gloves and B) carrying gear like first aid kits slung over their shoulder. It can start to seem like an Unusually Uninteresting Sight when four men resembling extremely fashion-conscious paramedics in varying degrees of military-grade body armor walk through a bank mumbling about guards and cameras.

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Overkill Software created a web series, simply called ''PAYDAY: The Web Series'', which is an online short film (usually around 10 to 20 minutes) based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc or what kind of people they are. The series is produced and directed by Demian Lichtenstein, who also directed ''3000 Miles to Graceland''. The web series is also co-produced by Overkill Software.

The crew from the first game return except for Hoxton and Chains, who are [[TakeUpMySword new characters using the old aliases/masks]] and are based on the actors from the web series; WordOfGod says that the old Hoxton and Chains were [[PutOnABus either arrested or have retired from their criminal careers.]] The game had five [=DLCs=] planned until Overkill's publisher 505 Games gave several million dollars in funding to ensure content and support for the game for the next 20 months. The successful beta test from the community had the developers release the first DLC, Armored Transport Heist, for free towards anyone who pre-ordered the game. Notably, ''pre-order sales alone were enough for the game to break even on development.''

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Overkill Software created a web series, simply called ''PAYDAY: The Web Series'', which is an online short film (usually around 10 to 20 minutes) based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc or what kind of people they are. The series is produced and directed by Demian Lichtenstein, who also directed ''3000 Miles to Graceland''. The web series is also co-produced by Overkill Software.

The crew from the first game return except for Hoxton and Chains, who are [[TakeUpMySword new characters using the old aliases/masks]] and are based on the actors from the web series; WordOfGod says that the old Hoxton and Chains were [[PutOnABus either arrested or have retired from their criminal careers.]] careers]], much to the dismay of [[BrokenBase quite a few fans.]]

In addition to the game, Overkill Software created a promotional mini-series, simply called ''PAYDAY: The Web Series'', which consists of six 10-minute episodes based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc, or what kind of people they are. The series was produced and directed by Demian Lichtenstein, who also directed ''Film/ThreeThousandMilesToGraceland'', and was co-produced by Overkill Software. It can be found for free on Website/{{Youtube}} and several gaming news-sites.

The game had five [=DLCs=] planned planned, until Overkill's publisher 505 Games gave several million dollars in funding to ensure content and support for the game for the next 20 months. The successful beta test from the community had the developers release the first DLC, Armored Transport Heist, for free towards anyone who pre-ordered the game. Notably, ''pre-order pre-order sales alone were enough for the game Overkill to break even on even, meaning they'd paid the expenditures of making the sequel ''while it was still in development.''

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* FakeDifficulty: GO Bank's stealth runs are riddled with it. Not only is the mission HarderThanHard compared to the other Bank Heists, but several random factors can sabotage the entire heist, plus there's the fact that you must confirm the vault unlock by phone call; since the said call can result in the caller demanding to speak to a specific employee or officer, can then send cops to check everything is alright and, since they then ask to speak with the cops then sent (who you have to kill), the alarm '''will''' sound. In other words: the game will screw up stealth runs because of [[LuckBasedMission entirely random, totally unavoidable chance.]]



** GO Bank is so random it's cruel, especially so as an achievement requires doing it with zero alarms. Even if everything is perfect, you '''must''' make a call from [=GenSec=] to confirm the vault unlock; since the [=GenSec=] caller can randomly ask to speak with "Barney" to confirm and, if Bain can't convince her, she will send cops to check out the bank ''and then raise the alarm when they don't report back.''

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** GO Bank is so random it's cruel, especially so as an achievement requires doing it with achievements require a zero alarms. alarm run. Even if everything is perfect, stealth runs mean you '''must''' make take a call from [=GenSec=] to confirm the vault unlock; since unlock, and the [=GenSec=] said caller can randomly ask to speak with "Barney" to confirm and, confirm, or can be a police chief demanding to speak with an officer; if Bain can't convince her, she them otherwise, either of the callers will send cops enemies to check out the bank ''and then raise the alarm when they don't report back.''back things are fine.'' In other words, unless you're willing to leave a chunk of loot, you'll being forfeiting stealth acheivements and XP and, since the driver flees at first alarm, you have to do the tedious "Plan B" method.
*** If that isn't bad enough, do note that several random factors can sabotage the mission. Not only do passing civilians frequently spawn into the map, but even cops can sometimes walk past and sound the alarm; even one of the portable toilets out back can randomly open, resulting in a bank guard wandering in from the back ''without warning.'' Throw in things like, for example, how a blackmailer can call and demand you throw a cash bag over a fence or he calls the cops, and you've got some unleaded FakeDifficulty.

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* BladderOfSteel: While usually expected of online games (i.e. a pause function is seldom available), this is invoked through the inclusion of escape sequences. Needed the toilet for most of that thirty minute heist? I hope you can hold it another ten, ''because leaving means forfeiting the entire mission's cash and XP.''



* BoringButPractical: Technician's drill upgrades. It's uninteresting and passive, but upgrading all of his drill perks earn you much faster, much quieter drills that can even self repair every other time they jam, cutting chunks off heist times.



** Enforcer's [[BottomlessMagazines "Bullet Storm"]] is an early unlock that grants 5 seconds of infinite ammo (without reload needs) after deploying an ammo bag. Upon reaching later levels, however, it becomes borderline ridiculous, as Acing the skill makes the boost last 10 seconds and can be used twice by carrying an extra ammo bag; considering the Mosconi shotgun has high damage and is only restricted by having two shots between reloads, using both can allow a player to level assault teams and Bulldozers as fast as they can mash the trigger.

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** Enforcer's [[BottomlessMagazines "Bullet Storm"]] is an early unlock that grants 5 seconds secs of infinite ammo (without reload needs) after reloads) when deploying an ammo bag. Upon reaching later levels, however, bag; acing boosts it becomes borderline ridiculous, as Acing the to 10 secs, and another skill makes the boost last 10 seconds and can allows two bags to be used twice by carrying an extra ammo bag; considering carried. Considering then that the Mosconi shotgun has high massive damage but tiny clips, and is only restricted by having two shots between the three [=SMGs=] hold the highest default damage but have long reloads, using both can allow a player to level assault teams and Bulldozers as fast as they can mash the trigger.it later on lets you wipe out entire groups of SWAT (and even Bulldozer duos!) by simply mashing or holding fire.



** Also the C4. Granted, it eats into your mine ammo and can't really be used offensively, but it can detonate most locks and obstacles. The "Ukrainian Job" heist even comes with an achievement for abusing C4 -- the heist can even be beat in under a minute by charging to the safe, blowing it, and charging to the escape vehicle.

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** Also the The C4. Granted, it eats into your mine ammo and can't really be used offensively, but it can detonate most locks and obstacles. The "Ukrainian Job" heist even comes with an achievement for abusing C4 -- the heist can even be beat in under a minute by charging to the safe, blowing it, and charging to the escape vehicle.


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** GO Bank is so random it's cruel, especially so as an achievement requires doing it with zero alarms. Even if everything is perfect, you '''must''' make a call from [=GenSec=] to confirm the vault unlock; since the [=GenSec=] caller can randomly ask to speak with "Barney" to confirm and, if Bain can't convince her, she will send cops to check out the bank ''and then raise the alarm when they don't report back.''
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* NoFairCheating: Effectively what makes Death Wish difficulty so hard; not only is the AI advantage maxed out, but even cutting corners isn't allowed. Try to charge to the "Ukranian Job" safes and and detonate them for the tiara? ''Both alleys will be blocked and the safes can only be drilled.'' Want to blow up the "Rats" meth lab and skip the tedious, difficult part? ''The whole map sets on fire to incap everyone and force a restart.''

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** Played straight again with the mod pack as, while it requires [[ForcedLevelGrinding level grinding]] to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks and tons of cash).

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** Played straight again with the mod pack as, while it requires [[ForcedLevelGrinding level grinding]] to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks and tons of cash). cash).
** Also played straight with some DLC assets: the sniper pack, for example, grants the unlockable bonuses like two-way ziplines and vantage points which, like grenades, can be a huge advantage but require at least one player to have paid for the DLC.


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* ForcedLevelGrinding: The PRO and harder heists require a great deal of preparation beforehand, and level grinding is the direct line to cash and skills. This also applies to online too as, while you can join games well above your skill, expect to be kicked from sessions if you're level doesn't show you've been grinding enough.


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* SniperPistol: With the right mods, the desert eagle can be outfitted as one.

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* BribingYourWayToVictory: Averted with the Gage weapons pack [=DLCs=]. Each weapon pack has nifty guns that are awesome, but they have some major drawbacks that make sure that the guns don't overpower the vanilla guns. Frag grenades have a big blast radius, but they are usually not strong enough to kill cops instantly and have just enough force to stun them while the explosions can kill civilians easily. Knives are powerful, but require a wind up time to maximize their power. Light machine guns have a massive ammo pool and high rate of fire, but they have poor accuracy and have lengthy reload times. Sniper rifles can pierce Shield SWAT units, can hit multiple foes at once, and have high zoom levels when using the default scope, but the ammo capacity is low and the reload times are lengthy.

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* BribingYourWayToVictory: Averted with the The Gage weapons pack [=DLCs=]. Each [=DLCs=] [[ZigZaggedTrope vary between releases]]:
** {{Subverted|Trope}} with the weapons themeselves, as each
weapon pack has nifty guns weapons that are awesome, have great (situational) advantages, but they have some major drawbacks that make sure that drawbacks. Unless you're willing to spend a fortune on specific mods and perks, the guns don't overpower the vanilla guns. Frag guns: [=LMGs=] have massive ammo and high rate of fire, but have awful accuracy and lengthy reloads; and Sniper Rifles can one-shot multiple units and even ignore Shield SWAT armor, but the ammo capacity is low and the reload times are lengthy.
** {{Played straight}} with frag grenades. While
grenades have are well balanced weapons,[[note]]Carry a big blast radius, but they are usually not strong enough to kill cops instantly and can easily cause accidental civilian deaths.[[/note]] owners of the right DLC start maps with three of them, whilst those without the DLC only have just enough force to stun them while access by playing with a DLC owner ''and then'' buying the explosions can kill civilians easily. Knives are powerful, but grenade crate asset.
** Subverted with Knives. Powerful melee alternatives that
require a wind up time to maximize their power. Light machine guns have power, non-DLC players can get one for free by joining the official steam group; doing so unlocks the kunckle-dusters, which are effectively a massive ammo pool reskin of one of the knives.
** Played straight again with the mod pack as, while it requires [[ForcedLevelGrinding level grinding]] to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks
and high rate tons of fire, but they have poor accuracy and have lengthy reload times. Sniper rifles can pierce Shield SWAT units, can hit multiple foes at once, and have high zoom levels when using the default scope, but the ammo capacity is low and the reload times are lengthy.cash).
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-->-- '''Bane'''

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-->-- '''Bane'''
'''Bain'''
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->"[[ReferenceOverdosed Okay Ramblers,]] ''[[Film/ReservoirDogs let's get rambling.]]''"
-->-- '''Bane'''


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Following the success of the first game, Starbreeze (makers of the [[VideoGame/EscapeFromButcherBay Riddick]] [[VideoGame/AssaultOnDarkAthena games]]) decided to buy the OVERKILL outright and fund a sequel. Dubbed ''PAYDAY 2'', the game was released worldwide on August 13th on Steam and August 16th on the Xbox 360 and Playstation 3 in 2013. A playable beta was released on July 24th on the same year for players that pre ordered the Steam version of the game.

Rather than having swappable classes, the game uses a more refined character class system; you spend skill points to level up different class trees that contain different abilities, allowing you to mix-and-match abilities. The game also contains weapon mods that allow players to tweak and customize weapons as they wish for optimal performance, as well as customizable masks that have different materials, patterns, and colors.

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Following the success of the first game, ''VideoGame/PAYDAYTheHeist'', Starbreeze (makers of the [[VideoGame/EscapeFromButcherBay Riddick]] [[VideoGame/AssaultOnDarkAthena games]]) decided to buy the OVERKILL outright and fund a sequel. Dubbed ''PAYDAY 2'', the game follows the same crew (albeit [[PutOnABus short a few original members]]) of hardened criminals, who have moved on to bigger and better heists. The game was released worldwide on August 13th on Steam and August 16th on the Xbox 360 and Playstation 3 in 2013. A playable beta was released on July 24th on the same year for players that pre ordered the Steam version of the game.

Like its predecessor, ''PAYDAY 2'' involves hitting a target for huge cash bonuses, and carries [[UpdatedRerelease a lot of similarities]]: guys in clown masks, tropes and ideas borrowed from [[TheCaper heist movies]], and core mechanics that mirror the ''VideoGame/Left4Dead'' series. Rather than having swappable classes, the game uses a more refined character class system; you spend skill points to level up different class trees that contain different abilities, allowing you to mix-and-match abilities. The game also contains weapon mods that allow players to tweak and customize weapons as they wish for optimal performance, as well as customizable masks that have different materials, patterns, and colors.






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* PerpetualBeta: On release, the game [[ObviousBeta was riddled with bugs]] that required a few hasty patches. This is an ongoing problem, however, as while the game keeps getting content, and has improved over ''several'' updates, they still come with a GameBreakingBug or two every now and then.
** Also applies to playstyles, as updates have been known to {{nerf}} entire loadouts. Of course, due to the frequent updates mentioned above, a single update can even leave you nerfed by [[FakeBalance overpowering another]], making you obsolete by comparison.


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[[redirect:VideoGame/PAYDAYTheHeist]]

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[[redirect:VideoGame/PAYDAYTheHeist]][[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/payday_2_8665.png]]

Following the success of the first game, Starbreeze (makers of the [[VideoGame/EscapeFromButcherBay Riddick]] [[VideoGame/AssaultOnDarkAthena games]]) decided to buy the OVERKILL outright and fund a sequel. Dubbed ''PAYDAY 2'', the game was released worldwide on August 13th on Steam and August 16th on the Xbox 360 and Playstation 3 in 2013. A playable beta was released on July 24th on the same year for players that pre ordered the Steam version of the game.

Rather than having swappable classes, the game uses a more refined character class system; you spend skill points to level up different class trees that contain different abilities, allowing you to mix-and-match abilities. The game also contains weapon mods that allow players to tweak and customize weapons as they wish for optimal performance, as well as customizable masks that have different materials, patterns, and colors.

Overkill Software created a web series, simply called ''PAYDAY: The Web Series'', which is an online short film (usually around 10 to 20 minutes) based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc or what kind of people they are. The series is produced and directed by Demian Lichtenstein, who also directed ''3000 Miles to Graceland''. The web series is also co-produced by Overkill Software.

The crew from the first game return except for Hoxton and Chains, who are [[TakeUpMySword new characters using the old aliases/masks]] and are based on the actors from the web series; WordOfGod says that the old Hoxton and Chains were [[PutOnABus either arrested or have retired from their criminal careers.]] The game had five [=DLCs=] planned until Overkill's publisher 505 Games gave several million dollars in funding to ensure content and support for the game for the next 20 months. The successful beta test from the community had the developers release the first DLC, Armored Transport Heist, for free towards anyone who pre-ordered the game. Notably, ''pre-order sales alone were enough for the game to break even on development.''
----
!!PAYDAY 2 provides examples of:

[[folder:PAYDAY 2]]
* AdamSmithHatesYourGuts: So much so he'd dance on your grave; EVERYTHING costs an extortionate amount of cash. Whilst it's understandable a rare weapon might cost upwards of a few hundred thousand (plus [[GameplayAndStorySegregation because of balancing]]), upgrades are on par with weapon costs. Attaching purely cosmetic wooden-handle to your shotgun? ''$34,200 without discount upgrades.'' Removed it and decided you want it back on again? '''''I hope you have another $34,200 handy.'''''
** Done to absurd extremes on Crime.net -- if you want to play a specific level with specific settings without waiting,you're expected to have a few ''million'' to spare (though it thankfully comes from your offshore account instead of your actual spending cash). Patches nerfed the costs of buying contracts where most of them cost a few hundred thousand dollars and a few will reach a million bucks.
* ADayInTheLimelight: Frequent, as some missions allow certain classes to thrive whilst others are reduced to support. The typical pairings are: Mastermind & Enforcer, who focus on theatrical, powerful approaches; and Technician & Ghost, who focus on indirect, defensive approaches).
** Partially due to post-release patches, "Techforcer" is now a popular direct-combat option because it combines the technician's "Bulletproof" skill with the Enforcer's heaviest body armor, while Mastermind is more useful for stealth because stealth is more often than not a matter of managing civilians and guards (Mastermind's ability) rather than staying out of sight and moving quickly (Ghost's ability).
* AIBreaker: {{Averted|Trope}} unlike the first game. SWAT units are more synchronized in their attacks and will flank players from every possible angle when given the chance. There's almost nothing that breaks the enemy AI.
** However, a programming quirk regarding setting the storage room on fire in the Nightclub heist causes the team AI that are near the room to suddenly stand still and not follow the player until the fire goes out. This is likely due to team AI sharing similar path finding with the enemy AI and enemies caught behind the fire are programmed to stand still to avoid walking into the fire mindlessly.
* AllOrNothing: The sequel ramps up the trope with having a lot of cash and valuables being optional. You can try to get more of them for a bigger payout, but if you are not careful, your team can get wiped out and you'll lose everything.
* [[AndYourRewardIsClothes And Your Reward Is Masks]]: Completing heists allows each player to draw one of three cards, and possible cosmetic prizes include different mask "ingredients"; designs, fabric/material, and color schemes.
* {{Animesque}}[=/=]{{Moe}}: Parodied with the Kawaii mask, which turns your murderous criminal into a pink-haired moeblob. Uguu.
* AntiFrustrationFeature: ''PAYDAY 2'' has any bags of coke tossed into the water during day 2 of Watchdogs respawn at the truck where they first appeared in. All mission critical loot bags cannot be completely stolen by the cops, but they can be moved elsewhere.
** {{Averted|Trope}} in the final parts of "Rats". Players need to wait for a second loot helicopter that hovers beside the bridge and, should they miss when throwing a bag, it falls off the bridge and is LostForever.
** Advancing to the next tier of infamy resets all your skill points, but as compensation, the points needed to unlock the next tier in a class tree is cheaper. Experience points needed to level up is also reduced.
* AntiGrinding: ''PAYDAY 2'' discourages players who try to grind for EXP and cash by having heists you completed show up less frequently, forcing you to play other heists instead of playing the same one over and over. The game also had an level limit penalty by reducing EXP gained on heists that are above your level, but it was changed to have the EXP gained be scaled to your level.
** The game also has some single day heists include an escape sequence if you finish them loud instead of quiet (some levels can be done quickly with the right skills if you rush it), forcing you to secure your loot and to not farm a level over and over.
** The booster system also discourages grinding the same levels by reducing your EXP gains while boosting gains for playing levels you haven't been playing. It's possible to have a 100% penalty, but that's only if you do nothing BUT play one level only.
** The contract fee on Crime.net is also extremely expensive in order to prevent players from buying the same contracts (levels) repeaditly to grind for cards, experience points, or money.
* ArtificialStupidity: The sequel mixes this up. This time around, civilians are less likely to run around if a fire fight is happening near them. However, shouts and other intimidation sources now vary in strength meaning that shouting people down may take more or less time; a high level mastermind upgrade can even terrify people by sounds other than shouts.
** Sometimes occurs with friendly AI. Since starting a heist is only character specific (i.e. Player 1 can mask up and break in the back while Player 2 keeps watch without drawing a weapon) it's entirely possible to start a heist only to have an AI stand about outside unarmed; this can even extend to being downed in a firefight ''only to have an AI stroll up all incognito, revive you, and wander off again.''
** Friendly AI can sometimes (for no discernible reason) either: 1. Charge into a swarm of enemies without regard for survival; or 2. Hide in cover when you really need help, such as staying hidden in Rats when SWAT start scaling the building.
** It often happens to the enemy AI as well - setting the gym on the top floor of the Mallcrasher mall on fire can occasionally lead to the cops [[TooDumbToLive trying to take cover inside the burning room]]. They don't survive very long.
* ArmedBlag: Armoured Transport lets you pull these on [=GenSec=] convoys, albeit with more violence than the original trope. Each convoy has between one and four trucks, with each truck having several lockboxes you'll need to crack open to get the goods. You need at least two bags of loot (gold, jewels, or plain old cash) to complete the heist - each van has at least two, with a potential third available if you don't blow the doors off.
* AscendedMeme: When you first start the game, you'll start a "heist" (actually just a tutorial) where you enter your safehouse. Bain will tell you to go inside, and the first command he'll give is for you to answer the phone on the table. You can't actually answer it, just like in Counterfeit-fortunately, Bain talks to you anyway, and says "See? I'm one step ahead of you, as always! You didn't even have to answer the phone!"
* AscendedGlitch: Patch 11 introduced a bug where street cops had triple the amount of power than they normally have, which meant a cop using a pistol could easily shred your armor and health, even if you had obtained armor and health upgrades. Many people liked the bug for the challenge it presented, so the developers decided to give street cops the Bronco .44 a few patches later, which is a freakishly powerful revolver.
* {{BFG}} The light machine guns are this by having an extremely large ammo pool, magazine size, high rate of fire, high suppression, and being huge. The trade off is you move slower while you have the gun out and you can't use iron sights, forcing you to hip fire.
* BloodlessCarnage: {{Averted|Trope}} in the sequel; enemies unfortunate enough to be in the way of your bullets will introduce their insides to the walls behind them, leaving for a rather gruesome wallpaper.
* BlownAcrossTheRoom: The Bronco Revolver, Deagle, and any shotgun is capable of sending a mook ragdolling through the air. Special mention to the Mosconi Shotgun which, by being a long range shotgun, can even blow an enemy across the room ''[[UpToEleven from across the room.]]''
* BottomlessMagazines: In two forms; the Enforcer's ''Bullet Storm'' skill grants temporary Bottomless Magazines for a few seconds after deploying an ammo bag, and the Technician's ''Mag Plus'' skill increases ammo capacity for all but the Bronco and the Mosconi. It's entirely possible, with extended magazine upgrades, for some pistols to hold more ammo than the default maximum pool - and for shotguns to hold upwards of 20 rounds!
* BonusLevel: An odd example for the genre. During any Armored Transport Heist, there's a random chance that a military blueprint can spawn in one of the deposit boxes. If you find it, you get to play an extra level afterwards called the Train Heist, which cannot be played through Crime.net at all. The Train Heist has ''the'' biggest payout in the entire game if you can steal ''all 40 bags of military ammo'' and steal the main objective item, which is a military turret. On Overkill, the payout in spending cash alone is over $2 million!
* BreakingTheFourthWall: Several of the Cloaker's lines, now that they're back.
-->'''Cloaker:''' ''"I know, I know, I'm late!"''
-->'''Cloaker:''' ''"I've got your DLC right here!"''
-->'''Cloaker:''' ''"Now go to the forums and cry like the little bitch you are!"''
-->'''Cloaker:''' ''"I bet you let yourself get beat up just to hear what I have to say!"''
* BribingYourWayToVictory: Averted with the Gage weapons pack [=DLCs=]. Each weapon pack has nifty guns that are awesome, but they have some major drawbacks that make sure that the guns don't overpower the vanilla guns. Frag grenades have a big blast radius, but they are usually not strong enough to kill cops instantly and have just enough force to stun them while the explosions can kill civilians easily. Knives are powerful, but require a wind up time to maximize their power. Light machine guns have a massive ammo pool and high rate of fire, but they have poor accuracy and have lengthy reload times. Sniper rifles can pierce Shield SWAT units, can hit multiple foes at once, and have high zoom levels when using the default scope, but the ammo capacity is low and the reload times are lengthy.
* BulletDodgesYou: The ''Dodge'' mechanic, which is more like ImmuneToBullets in practice due to gameplay limitations; it's a chance for shots that actually hit you (complete with impact sound) to be completely negated and do no ''actual'' damage. Heavy armour reduces your Dodge rating, but certain skills increase it. The Ghost tree specializes in this, able to achieve a very high Dodge score when sprinting.
* BulletTime: ''PAYDAY 2'' has the action slow down for a moment whenever you get incapacitated in order to get some clean shots off your attackers before the action resumes. Bullet time also kicks in when you put on your mask near a guard and have a few slow seconds to dispatch him before he attacks you.
* ChaseScene: Done off screen in ''PAYDAY 2'' where in between days, your group may get ambushed by the cops as your driver fruitlessly tries to outmaneuver them and crashes. You take control of your character after the crash.
* CheatCode: Multiplayer version again. This time, cheating has become worse than it was in the first game since players have been spotted using every single skill at once, having infinite supplies, infinite health, converting special SWAT units to fight for the player (which is currently impossible to do), spawning enemy units at will, and having enemies drop loot bags when killed.
* CherryTapping: In the sequel, every enemy can do this to you now (even security guards) if you invade their personal space. Balancing this out are various perks that improve your own melee ability - from knocking back/down enemies to simply doing more damage.
* ClassAndLevelSystem: Mixed up from the first game, as you can't choose a specific class at mission start. A LevelUp grants you one skill point (three for every 10th level), which can be placed into one of four classes; each class has certain [[StatusBuff bonuses]] and/or [[SignatureMove exclusive specials]], but upgrades can be mixed and matched onto your one character. Each class has skills useful to the other classes as well - such as Enforcer's ''Oppressor'' making your gun more threatening; very useful for a crowd-controlling, cop-intimidating Mastermind.
** [[TheLeader The Mastermind]] (Dallas) has the most team bonuses, and focuses on situation control and manipulation. Also doubles as [[TheMedic team medic]], and abilities can expand to team buffs, exclusive mission purchases, personal discounts, and enemy/hostage manipulation. The Mastermind's WeaponOfChoice is pistols, especially [[RevolversAreJustBetter the Bronco .44]].
** [[TheBigGuy The Enforcer]] (Chains) specializes on strong armor, high damage, and has exlusive use of the best armor and a circular saw that can cut locks. Is also the only class that can instantly open safety deposit boxes (with the saw). The Enforcer's WeaponOfChoice is the shotgun or the saw. [[MoreDakka Or maybe just everything]].
** [[TheSmartGuy The Technician]] (Wolf) is objective based, and has the most gadgets: it comes with better drill abilities, can deploy sentries, multipurpose mines (works as tripwire mine or motion sensor), and C4 (can blast open some doors and secure locks). The Technician's WeaponOfChoice - rifles, automatic or single-shot.
** [[TheSneakyGuy The Ghost]] (Hoxton) focuses on stealth, and comes with a jammer to block alarms and electronics, and can pick locks much faster. Also comes with dexterity upgrades, luck bonuses (such as higher unlock chances and a random self-revive ability) and can crack safes. The Ghost's WeaponOfChoice is [=SMGs=], especially [[HollywoodSilencer suppressed]] ones.
* ColdSniper: Certain missions allow you to purchase a ''Sniper'' asset for a reasonable sum of money. They generally aren't in the ''best'' position and will occasionally miss, but their supporting fire can help quite a bit. You also don't need to worry about the cops taking them out for some reason. The icing on the cake, though, is the voiceovers, as the sniper will count off his kills.
-->'''Sniper:''' ''"...one down. [[BadassBoast It has begun]]."''
* ColonCancer: Every mission briefing is usually displayed as [Contract name]:[Mission name]. For Bain with the bank heists conducted by him, you can get stuff like "Bain: Bank Heist: Gold".
* TheComputerIsACheatingBastard:
** Just like in the previous game, cops can shoot through civilians to hit you while you can't do the same thing. On the flip side, the lack of friendly fire shooting through allies (even if you're clipping into them) is fine. Civilians being immune to gunfire is also a god send since the Stockholm Syndrome skill has a civilian revive a player and they may do so when the cops are shooting at the player that is downed.
** Physics has no real concept ([[SarcasmMode surprise!]]) and SWAT will routinely do things like stand in mid air on the outside of a window to shoot at you.
** Players need to bypass secure doors by drilling, sawing, detonating, etc., whilst the AI can [[RulesAreForHumans open secure doors immediately by turning the handle.]]
** Whilst the friendly AI can only shoot, move, and revive players, enemy AI are capable of [[MyRulesAreNotYourRules carrying loot bags and interacting with hostages]], among other things.
** SWAT snipers can sometimes shoot at you ''way'' before they have readied themselves as their sniping spot. Snipers may also shoot you while facing a completely different direction.
* ConcussionFrags: The Gage Weapons Pack #1 DLC adds frag grenades to the game, which damages enemies and stuns them at the same time. It can easily kill most weaker police forces such as streetcops and basic [=SWAT=] units; if it doesn't, it can still (sometimes) knock the helmets off them and tougher enforcers, leaving them open for quick headshots.
* ContinuityNod: The safehouse in ''PAYDAY 2'' has a front as a dry cleaning store called Bohdi's Dry Cleaning, which is a subtle nod towards the front the crew used in the Counterfeit heist from the first game named Bohdi's Pool Repair.
** If you have Alex drop off ammo bags for you in day 2 of Big Oil, he may sometimes drop them within inaccessible locations, like at the bottom of the cliff or on top of the trees. Bain may say "This is like Panic Room all over again!", referencing to the time Alex dropped the bag of C4 in an undesirable location in the first game.
** The Bank GO heist has you air lifting the loot via a plane with a hook. Bain references the event to Green Bridge, another heist from the first game which also had a similar event.
* CoolMask: There are ''tons'' of masks as the base and letting players customize their masks with various patterns and colors.
* CoolShades: Unlocking your first tier of infamy gives you a pair of shades that you can wear during a heist instead of a mask and it is badass.
* CorruptPolitician: The Elephant falls squarely into the trope; he wants a lot of shady and high risk criminal activity done under the radar in order to make him look good, benefit his agenda, or ruin the image of his political opponents while paying you handsomely for your work.
** One of the Elephant's jobs has you double crossing a crooked Democrat by stealing paintings for the Democrat and exchanging them for money, then proceeding to infiltrate his apartment to steal his illegal cache of gold (he got them from an arms deal) while planting cocaine. You really get to see how corrupt the Democrat is during plan B (heist goes loud) where Bain digs up dirt on him and sees that the Democrat not only exchanged arms for gold, but was also involved with drugs and other illegal activities.
* {{Counterattack}}: The Shockproof skill in the Technician tree gives you a small chance of staggering a Taser that is stunning you while the aced version of the skill lets you do massive damage in retaliation against him.
* {{Crossover}}: The Christmas Heist is based on a bank level from ''VideoGame/CounterStrike Global Offensive'', a game made by Valve.
* DifficultySpike: Some heists are unlocked after you reached a certain rep level. Around level 30, you unlock jobs given by The Elephant, which are very difficult for first timers due to the heists encouraging stealth and having SWAT swarm in from many spots if the stealth fails; other heists have levels that are more straightforward with cops coming in from predictable locations.
** Heists released after the game launched tend to be harder than 'stock' ones despite having equal or lower official difficulty ratings, almost always due to absence of good cover. Additionally, all but two cannot be stealthed and one of those two can only be stealthed if you're lucky with random events.
** Following the tradition of Overkill 145+ in the original Payday, the Death Wish difficulty has been added. Not only do the police hit harder, but there are special elite SWAT who spawn in mobs, specials begin appearing everywhere, all safes become drill-required titanium, and many cameras can no longer be broken. That's saying nothing of the new 'Skulldozer,' an elite bulldozer wielding a ''machine gun''.
* DoubleUnlock: To get new guns and weapon mods, you have to unlock them through leveling up or getting lucky with the RandomDrop system and then purchase them with your money. Getting masks and mask materials are done through the same way.
** Unlocking skills requires you to spend enough points to climb the class tree; unlocking said skills requires spending money and assigning skill points.
* DynamicEntry: Cloakers, with their nasty habit of looking just like blue SWAT units, do so love to wait until the group is occupied with a huge ass shootout, then launch themselves at an unaware crew much like a [[BuffySpeak rocket-propelled law-breaker-breaker missile... thing]]. [[labelnote:*]]Sneaky assholes.[[/labelnote]]
* EarlyGameHell: New players will be having a rough time trying to acquire anything, do any serious damage, or survive long enough to not go down in their first few hours of the game. Players only start off with a weak assault rifle, pistol, and no body armor, though they quickly can unlock a new gun and better armor within the first few level ups. Buying weapons and new skills are ''extremely'' expensive, which is something the developers pushed for so that "every choice you make matters". Once you start racking up money effortlessly, the expenses become trivial.
* EarnYourFun: Similar to the first game, ''PAYDAY 2'' pulls no punches and will force new players to learn through trial and error. While there is a tutorial of sorts in the safe house, it only teaches the mechanics to heists such as lockpicking and opening safes; combat skills have to be learned on the fly. The game also has a RandomDrop feature for weapon mods, so you may not be able to have a fully pimped out gun if your luck isn't in your favor.
* EasterEgg: Music from the first game playing on the radio in the safe house.
* EliteMook: The special SWAT units from the previous game return and behave the same way. New to the game are tan FBI SWAT units that wear full body armor and can't be hurt unless you hit them in the back or headshot them. The Death Wish update also added [=GenSec=] armored SWAT units, which are more accurate than the tan FBI SWAT and react faster too.
* EnemyMine: The Mastermind class can convince officers to fight alongside the robbers and turn against their own allies. They also also convince civilians to revive them and even give them ammo.
* FacelessGoons: Especially so compared to the first; both Hoxton and Chains are different ''people'', but they still hold the same codenames and masks as their predecessors.
** Averted with Taser units, as killing them with a headshot makes their entire helmet fly off, revealing a stubbled, brunette man.
* FakeLongevity: To discourage charging through multi-day heists for the extra cash, being aggressive and loud often adds an additional mission where the vehicle crashes, forcing the players to guard their loot and/or evade the police. The whole trope is avoided if a player who has access to additional assets buys the Expert Driver asset, which guarantees that the crew can escape without a police chase.
** Notable in Framing Frame: failing the stealth part on Day 1 means the hand-off on Day 2 is much more likely to be ambushed by the police, forcing you to fight your way to the escape vehicle instead.
* FlippingTheBird: In the Xmas Heist trailer, the crew robs a bank while a nearby civilian records it all on his cell phone. As the crew escapes, the last one to exit approaches the civilian, aims his gun at him, then lowers it as he flips the guy off.
* FragileSpeedster: Cloakers move insanely fast and can instantly take you down with a single kick, but they can't take much punishment at all.
* GameBreakingBug: The Cloaker in the pre beta version of ''PAYDAY 2'' caused a player's game to ''crash'' if he kicked that player. Due to the bug, the Cloaker was removed for the remainder of the beta and was not included in the final game until Patch 23, which reintroduced the Cloaker along with some achievements involving them.
** ''PAYDAY 2'' on launch day had an extremely nasty bug that caused everyone's games to crash at the end of the heist or when an achievement was unlocked. Luckily, Overkill fixed the problem in less than an hour.
** Patch 11 caused a terrible bug with body armor where all armor types had the same defensive value as a two-piece suit, meaning no defense. The bug alone made the Enforcer class nearly crippled because the exclusive full suit body armor now had no protection and the burden of slower movement speed. The bug also caused players to switch to the two-piece suit since they had no protection at either rate, they might as well go with extra movement speed. The same patch also caused blue SWAT and gangsters to have ''triple'' the amount of firepower.
* GlassCannon: You can become this if you carry powerful guns and wear a two-piece suit, which offers no additional defense (bar Dodge) compared to the various types of body armor. Gangster enemies can easily be killed with at least two shots to the torso, but their machine guns can quickly tear you apart.
** This goes doubly so for gangsters after certain patches that left Mac-10 armed Gangsters capable of tearing through the players heaviest armor faster than a Bulldozer at close range, but still just as unarmored.
*** Regular uniformed police officers now count. Though totally unarmored, some of the regular uniformed cops now come equipped with .44 magnums, that can drop a fully armored players regenerating health down in one shot, and on overkill, can rapid fire. Though technically a low level unit, they now occasionally warrant showing up on higher difficulty waves due to their devastating firepower.
** Snipers are also deadly to the point where being shot by one causes all damage that exceeds your remaining armor to bleed over to your health, making you a OneHitPointWonder if you are wearing light armor or none at all. Snipers also have poor defense and can easily be killed with a single shot with most decently powerful guns.
** Cloakers can take their targets down in one hit and are ''reasonably'' resistant to body hits, but take much more damage from headshots than other specials; most guns require two or three headshots to drop them at most. They are also very reliant on cover and ambushing to take down targets effectively; catch them out in the open (which can happen easily on certain maps) and they don't stand a chance.
* GoodOldFistiCuffs: You can choose to go with your fists instead of using a PistolWhip when it comes to close quarter combat. While your fists obviously lack power compared to the knives, you can throw punches a bit faster than a knife swing and you can build up a charge for a harder hitting punch faster than charging up a knife attack. Your fists also have the most knockback effect against enemies, more than what a knife can do.
* HandyCuffs: Once again, security guards can cuff you if you approach them too closely.
* HardModePerks: The sequel makes the trope almost a necessity if you want to get a lot of money in one session. Later missions require this, as level-up requirements increase significantly around level 40.
* HellIsThatNoise: When Cloakers are nearby, there's a dull hiss over the radio. Even better is the electronic 'scream' they do when charging.
* GunAccessories: Firearms can be customized using various grips, barrel mods, sight mods, and so on; this even extends to purely cosmetic mods. Most, however, have at least some mechanical function.
* GuideDangIt: Doors are given little explanation beyond "pick the locks until you level enough." Granted, it's not to difficult to figure out after thoroughly examining the upgrades pages, but it's unsurprising that most players don't realize you can [[ShootOutTheLock shoot locks out]] with enough force.[[note]]As a rule of thumb guide: if the door '''does not''' have C4 symbols, a saw symbol, or a secured hinge, simply aim at the lockpick action (i.e. the lock itself) and open fire. It helps significantly if you have a powerful, single shot weapon.[[/note]]
** While it doesn't tell you directly, the safe house has a section that lets you practice your skills on opening doors. Every door whose lock can be shot out are marked with a gun icon. Of course, it's not an obvious tell at first and players who don't bother exploring the safe house fully may not even know about the ability to shoot out locks.
** Actual upgrade figures, in several cases. Since upgrades are often measured in non-specific figures (e.g. 50% armor regeneration is pretty unhelpful unless you know fast it is normally. Thankfully countered by the OVERKILL endorsed [[http://www.pd2skills.info/ fan-made calculator]], which gives more definite figures.
** Day 1 of Firestarter has you either stealing the weapons for cash or destroying them so the contract's rival gang can't use them. Stealing the weapons for money is easy and obvious, but there's nothing in the level that clearly tells you how you can destroy the guns. [[note]]There's a long horizontal fuel container that can explode and create a fire when shot enough (assuming the container starts a fire in the first place), allowing you to throw the bag of guns into the fire to destroy them.[[/note]]
* HarderThanHard: Pro heists. Simply put, a higher payout comes with even steeper difficulty; not only is the game even harder, but failing kicks the players from the map, meaning multi-day heists require a full replay and even single day heists become hard to find again.
** Death Wish difficulty. Similar to Overkill 145+ in the previous game, Death Wish has damage taken from enemies skyrocket, ''every'' enemy type receives a health boost, assault waves last longer, and you will have extremely low health when you are revived. Bulldozers with a [[{{BFG}} light machine gun]] and a new durable and harder hitting SWAT team appear on Death Wish, along with titan cameras that can't be broken. In addition, titan safes and additional difficulty factors (such as skylights on Bank Heist variants) have a ''much'' higher chance of occurring.
* HeartIsAnAwesomePower: While the Ghost seems somewhat redundant on louder heists, they still have their merits. Fulfilling all speed upgrades, for example, mean you can run/sneak/walk 50% faster, stamina and armor regen 50% faster, and you have a 45% dodge chance when running, making the Ghost also cover the FragileSpeedster category.
** Combined with a couple of Enforcer abilities, the Ghost skills can also make for an amazingly good bag-mover (especially for bags you can sprint with, like the coke in Rats), able to move several bags to a safer location much faster than otherwise possible. This can save a crew a lot of time and effort, either with moving or potentially retrieving bags.
* HighlyVisibleNinja: Averted with the Cloakers; most of them will hide around corners or even under cars, waiting to ambush any player foolish enough to run through the area blindly. Their uniforms are also similar to a normal SWAT unit, which makes them blend in with regular SWAT teams. Cloakers will also use smoke grenades aggressively in order to hide in the smoke. Cloakers will also deploy smoke grenades to blend in with after he downs a player so that everyone else has a harder time finding him. Cloakers also wear uniforms similar to the standard blue SWAT, making them almost difficult to spot among a regular group of SWAT teams.
* HitboxDissonance: Due to the wonky Diesel engine, nearly all enemies ''lack'' hitboxes on their legs, which makes shooting the legs do nothing but waste your ammo.
** The Bulldozer's weak point is his faceplate, but the faceplate itself is really small and thus it's harder to land constant shots on it.
* HolidayMode: From October 31st to November 4th (for 2013 anyway), PC players got treated to an extra heist called "The Safehouse Nightmare", which takes place in the crew's safehouse. The mission description has massive repeats of [[Film/TheShining "All work and no play makes Wolf a dull boy."]] The level has near zero lighting, save for some candles and scary music from the radio is playing. You use the thermal drill on the vault and suddenly, swarms of ''headless Bulldozers with triple health'' start coming after you (no other enemy ever spawns) and the inside of the vault is on fire. You have to secure whatever cash is safe and then your last objective is to [[AllJustADream "Wake Up."]] During the entire heist, many random events can happen, such as [[InterfaceScrew smoke filling the whole basement]], fires starting in random spots, getting electrocuted if you jump, getting downed if you walk through the metal detector, etc. There's also random masks floating upstairs; one of them is real and you can keep it to wear later on while the others are fake, including one that changes into a [[VideoGame/Left4Dead Witch]] and instantly downs you.
** Don't think the special Bulldozers only appear in the Halloween heist; they can appear ''anywhere'' alongside normal Bulldozers during the event.
** For the month of December (2013), the main menu got a Christmas tree in the background and instead of burning money, there's falling snow.
* HollywoodSilencer: {{Averted}}, as silenced weapons act more like their real life counterparts; silenced guns are less noisy than a non silenced gun, but people will still hear it if you fire too close to them. Then later played stright when Overkill updated all silencers to be completely silent, and balanced around damage reduction and concealment instead of noise reductional value.
** You can now also silence ''thermal lances'' which are about as loud as jackhammers.
** PlayedStraight with a Technician drill upgrade; by using a modified drill tip (effectively an industrial silencer) allows you to stealth drill, ''despite the fact a drill cutting a wall-mounted safe is easily as loud as a gunshot.''
* HostageSituation: Extended in the sequel, as assault waves are delayed if you have a lot of hostages tied up.
** The Mastermind with the StockholmSyndrome skill can even convince loose hostages to revive him if he is downed.
* HyperspaceArsenal: PlayedWith, as your loadout has a meter to mark how conspicuous you look, as different types of guns and body armor affect how quickly people notice you; smaller guns are easier to hide, while wearing better body armor or carrying bigger weapons make you more bulky and make you stand out like a sore thumb.
* InfinityPlusOneSword: Some abilities are near GameBreaker status save for usage limits:
** Mastermind's [[NighInvulnerability "Pistol Messiah"]]. Once per mission (or thrice if upgraded), getting a pistol kill when downed grants an instant self-revive that's even refilled if you escape custody.
*** The Mastermind's [[ThePowerOfFriendship "Inspire"]] skill lets you revive downed players 50% faster and also lets you shout at other players to make them move faster for 10 seconds. Acing the skill lets you revive downed players from a distance by simply ''shouting at them''.
** Technician's "Bulletproof". The basic skill alone gives you 50% more defense in your armor and acing the skill gives you and your friends 25% faster armor regeneration. On top of all that, the tier 7 bonus gives you 10% more armor defense and and speeds up everyone's armor regeneration by 10%. Simply put, you will be very difficult to take down.
** Enforcer's [[BottomlessMagazines "Bullet Storm"]] is an early unlock that grants 5 seconds of infinite ammo (without reload needs) after deploying an ammo bag. Upon reaching later levels, however, it becomes borderline ridiculous, as Acing the skill makes the boost last 10 seconds and can be used twice by carrying an extra ammo bag; considering the Mosconi shotgun has high damage and is only restricted by having two shots between reloads, using both can allow a player to level assault teams and Bulldozers as fast as they can mash the trigger.
** Ghost's "Lockpicking Expert" lets you pick locks 25% faster; acing the skill increases the bonus to 50% and lets you silently pick the lock on normal black safes in under a minute - about 25 to '''15''' percent of the time a basic drill would take!
* InfinityMinusOneSword:
** The [=OVE9000=] saw. Capable of cutting straight through locks, it can completely bypass the 3 minutes it takes to drill a lock or the time it takes to pick a deposit box, and even doubles as a melee weapon. Even the downsides are negligible; the saw can't break into safes[[note]](which require drilling, cracking, or detonating)[[/note]] and the blades break quickly, though upgrades can increase the ammo refills you can carry and strengthen the blades.
** Also the C4. Granted, it eats into your mine ammo and can't really be used offensively, but it can detonate most locks and obstacles. The "Ukrainian Job" heist even comes with an achievement for abusing C4 -- the heist can even be beat in under a minute by charging to the safe, blowing it, and charging to the escape vehicle.
* InNameOnly: The robbers from the first game return as playable characters, but only Bain, Dallas and Wolf are the same people from the first game. WordOfGod states that the old characters have either retired from their heisting ways (Chains) or have been caught by the police (Hoxton).
* InsecurityCamera: Averted compared to the first, as cameras sound the alarm if you stay in its view for too long or destroy too many of them. On the flip side, certain heists have security centers that let you use the cameras to see what's going on in other areas.
** Camera sensitivity depends on the heist and difficulty. In certain jobs, such as Day 1 of ''Big Oil'', shooting a camera will ''instantly'' raise the alarm if the security room is still manned.
* InformedEquipment: This happens with some weapons, as weapons need pretty high visibility to make you more noticeable. Body armor is averted, as even the level above the basic suit has a visible armor vest, drawing attention towards you.
* InterfaceScrew: Smoke grenades block your vision in the affected area as it has done in the first game. New to the sequel are flashbangs which create a flash and a loud noise to blind you and make you deaf for several seconds. You can lessen the effects of a flashbang by looking away at the right moment and the Enforcer has a skill to weaken flashbang effects as well.
* InventoryManagementPuzzle: Invoked for ''PAYDAY 2'' where you have a limit on how many guns and masks you can store. If you want a second copy of a gun that uses different mods or want to make two masks using the same pattern, you better make sure you got room and sell your stuff if you don't.
** The available storage space has since been quadrupled so now most people can keep all their favorites in their inventories.
* IShallTauntYou: The Special SWAT units will taunt you with various lines before attacking you and even have lines that play out if they down you. The Cloaker in particular has a taunt that is LeaningOnTheFourthWall by telling you to "go cry on the fourm like bitch you are" after he downs you.
* JackOfAllTrades: Possible, but in a different way to PAYDAY: The Heist. Since it's impossible to master all classes like PAYDAY 1, the closest a player can come to this is to be a [[RenaissanceMan mix of all]]; players cannot even master '''one''' class entirely, as acing all abilities requires 145 points despite the cap being 120.
* JustifiedTutorial: While completely optional, there is a mission at the safe house where upon visiting it for the first time, you're given a message by Bain about arriving at the safe house and he explains how certain things work (grabbing loot bags, taking loose money, putting on your mask, picking locks, using [=CrimeNet=], and so on). The trip to the safe house is due to you moving to Washington D.C. and needing a place to lie low after doing a heist. Luckily, you don't have to endure the tutorial when coming back to the safe house.
* LeaningOnTheFourthWall: If you pre-ordered the Criminal Career Edition, you'll start the game with a bundle of cash and then you get a bit more when Bain shows you around your safe house for the first time. He calls the extra cash as a gift towards you for your generous donation to OVERKILL (the developers of the game).
** The long-awaited [[DemonicSpider Cloakers]] rest some weight on the wall, as well. Occasionally, after downing one of your crew, he'll say "I know, I know... I'm late."[[note]] Cloakers were breifly present in the beta, but removed due to a GameBreakingBug they caused, which was finally rectified as of patch 23. With OVERKILL's sense of humor, it's likely a gentle rib at the players ''and'' the unit's in-universe exasperation.[[/note]]
* LevelDrain: The Infamy system. Once you hit level 100, you can choose to reset your character level back to 0 while also losing all your spending cash and $200,000,000 in offshore funds. All of your guns and armor are relocked due to level restriction and you'll also lose ''all'' of your class skills. Becoming infamous earns you a card to show off to other players displaying your infamy and you'll earn infamy points to spend on items that can only be bought with infamy points. You can earn up to 5 levels of infamy, which also means having to reset 5 times.
* LevelGrinding: Discouraged through slower leveling from around level 40 onwards. It possible to acquire a total of 120 upgrade points, but the later XP requirements mean even a flawless multi-day heist on the highest difficulty will '''never''' get you more than 3/4 of a level. Thankfully, upgrades now come with a respec option that refunds all your points and half of your upgrade money.[[note]]The point of a half cash refund means you still have to work and save up cash again for the best abilities, preventing abuse of the respec feature between missions.[[/note]]
** Also discouraged further with the boost and penalty systems that rewards players more experience points for playing heists they haven't played in a while and reducing experience points gained for playing the same heists too many times in a short burst.
* LimitedAnimation: Both the player characters and the cops and SWAT units share the same animations for moving and melee attacks. Even civilians reviving the player via Stockholm Syndrome skill use the same syringe revive animation that the team AI uses. WordOfGod says that keeping animations limited helps save on time and development costs since the game doesn't exactly need unique animations for an NPC that will probably get killed as soon as he appears.
* LostForever: The four baby masks are only added to your stash by completion of secret achievements during the [[HolidayMode Safehouse Nightmare]] "job" in the PC version. If you sell any of the baby masks, you will never get that mask again because it is only added by the achievement being completed for the first time on your steam account and have a drop rate of 0. (Notably, this is the first instance of "unique masks" to ever appear in Payday 2 - even the Loot Bag DLC Skull masks will drop in Paydays)
** Averted everywhere else; even if you sell your masks and its mods, you can still get them back if the loot drops are kind enough.
** Averted even moreso with the Infamy-Exclusive items, which are only added to your inventory when you spend an Infamy point on the corresponding perk BUT return straight to your inventory if sold instead of disappearing. The downside is that you can only use them on one thing at a time (or, for masks, only have one of them made at a time).
* LuckBasedMission: Most missions can be approached with stealth, but factors like the AI Director and general luck greatly influence your success. If the stealth fails, you can still beat the level, just with more difficulty.
** Also the ''Rats'' heist is this in trumps. For Day 2, you have to make a meth deal with some gangsters and the deal can go sour if you failed to make enough meth on Day 1. However, if you do have meth, there are still several uncontrollable variables, such as if the gangsters decide to screw you over or if the cops just happen to turn up.
** Also the bank heists. There's always a chance the vault is empty, meaning you have to break into the safety deposit boxes. Granted, it's easily done with a saw, but lacking one means [[FakeDifficulty you have to start picking into each and every one until the team can scrape enough together.]]
** The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist.
** Mallcrashers on Death Wish has an interesting variation. There are two police officers standing out front drinking coffee. Because Death Wish increases sight ranges, it's possible for these two officers to detect you and raise the alarm almost as soon as you load into the map unless you back up immediately. You probably weren't going to stealth it anyway, though, right?
* MissingSecret: After unlocking your last item around level 50, you may occasionally see the game tell you that you unlocked a new item on your next level up, only to see you earned nothing. Some people looked through the game's coding and saw there was something to be unlocked every few levels all the way up to level 100, but there's nothing there.
* MoreDakka: Gage Weapon Pack 02 DLC introduces [=LMGs=] to the game, including the return of the Brenner from Payday: The Heist. To balance to ammo capacity and rate of fire, they have 20% movement speed reduction while held, and you can't aim down sights with them.
* MoneyForNothing: Since money works as experience and actual cash to spend, this occurs every PAYDAY. After level caps reduce money for XP[[note]](most likely to prevent low-level people hiding on OVERKILL missions to skip several levels)[[/note]] an ~80% cut then goes [[HandWave "to an offshore laundering account"]] -- meaning a multi-million heist result could leave you with as little as a few hundred thousand to actually spend. Once you obtained most of your skills and preferred guns, however, money becomes useless unless you're interested in using the respec system.
** Which costs $200,000,000.00 of your offshore account money and ALL of your spending money. Have fun grinding for a pair of sunglasses! (And permanent bonuses to allow lower requirements for rank seven skills)
* {{Nerf}}: Enemy AI used to come in huge swarms and were extremely aggressive until the community complained about it, causing the developers to scale down the aggression to more reasonable levels. Mask mods were obtained too frequently over other payday bonuses, so the drop rate for mask mods were scaled down and a money bonus card was added to keep things interesting. The Cable Guy skill used to allow the user to have 10 cable ties but it was reduced down to 5 ties after the developers saw players were easily tying up every hostage in the level to do stealth with little trouble.
** The Mastermind's Dominator skill used to allow the player to intimidate multiple cops at once, making some stealth portions of a heist extremely easy. Now the team can only scare one cop at a time.
** All the shotguns in patch 11 got nerfed to the point where they can no longer hit an enemy at a long distance for full/high damage. The Mosconi shotgun used to be the only weapon with a maxed out damage rating until it was hit with the nerf.
*** This is quite annoying with the automatic shotgun, which is about as strong as one of the higher end assault rifles.
** [[HarderThanHard Death Wish]] (Patch 24) brought along some '''painful''' nerfs to stealthers in the form of limiting body bags (2 per player) and disabling the Joker ability (which, among other things, frees up the single "Dominated Guard" slot the team has) while in stealth. While the latter could be expected given the odd situations it causes (such as a jokered guard calling in a busted camera, breaking your stealth attempt), the former was completely out of left field. These changes, understandably, [[TheyChangedItNowItSucks did not go over well with the fanbase]].
* NecessaryDrawback: Class balancing enforces this. On a scale of FragileSpeedster to MightyGlacier, the order is: Ghost -- Mastermind -- Technician -- Enforcer.
* NoobCave: Jewelry Store and Four Store (one star paygrade) are very straightforward with minimal randomization elements and simple objectives.
* ObviousRulePatch: The developers saw players were constantly playing levels like Nightclub, Four Stores, and Ukrainian Job because they were extremely easy to complete in a matter minutes (or even seconds!), which led to people farming the levels for experience points, cash, and random loot with little effort. The developers then patched the game to include escape sequences in the mostly farmed levels if the players finish them loud instead of quiet in order to discourage them from farming the same level over and over. Additional patches also changed the layout of the Nightclub heist so the safe with the money is in a random location in order to discourage farming.
** The Death Wish update enhanced this further by introducing EXP reduction if you play the same level over and over while giving you an EXP boost if you play different heists each time.
* OneHitKill: Cloakers return from the previous game, retaining their ability to instantly down you regardless of your health or the type of armor you have on. There's even an appropriately named achievement ([[CurseCutShort HOLY SHI-]]) for getting caught by surprise from a Cloaker.
* OneHitPointWonder: Again, civilians are fragile as ever as they were in the previous game. Even the weakest gun in the game can kill innocents with a single shot. Accidentally hit one when you meant to shout for them to get down? Yeah, that'll penalize you too.
* PacifistRun: Entirely possible with many heists having stealth as an alternate method instead of running in guns blazing, but it takes a lot of coordination and the right tools at times.
* PaletteSwap: The Bulldozer that uses the automatic shotgun wears a black suit of armor compared to the green colored pump-action counterpart.
* PaperThinDisguise: Played straight or averted depending on what the player has equipped. If the player uses highly concealable weapons and wears a two piece suit or light armor, guards and cameras won't bat an eye unless the player gets way too close to a guard or a restricted area. Players wearing heavy armor and bringing big guns will be noticed a lot quicker due to sticking out like a sore thumb.
** Played straight with the bouncer in the Nightclub job. You can walk up to him decked out in a full suit of body armor, carry highly visible weapons, and he will still think you're a classy gentleman, letting you inside. Also played straight with civilians until you have your weapon drawn.
* PistolWhip: You can still whack enemies with the butt of your gun in the second game, but cops will also pistol whip ''you'' if you get too close to them, causing you to be forced into crouch mode. Certain Ghost skills make it less likely for you to be knocked down and reduce the damage you take from enemy melee attacks, and certain Enforcer and Ghost skills increase the damage you deal with such attacks.
* PointOfNoContinues: Pro heists have a higher payout, but are sometimes harder than the standard difficulty, can play out slightly different, and have no returns. This means that failing any day of the mission boots you to lobby (meaning restarting repeatedly to force certain director conditions requires a full restart), and failing a mission that spans multiple days requires a full start over if you fail.
* PointOfNoReturn: Escape sequences involve your replacement driver or chopper pilot only sticking around for a limited time and will ditch anyone who is not in the safe zone once the time limit is up. The GO Bank heist, should stealth fail, has an escape sequence similar to those used in the first game where you had to go through an escape route and reach the safe zone before the time limit expires.
* PoorCommunicationKills: In Rats Day 1, Bain sometimes says the wrong ingredient (easily caught if two players heard something different).
** Bain will repeatedly encourage heisters on Ukrainian Job to check the display cases and remind them that the tiara doesn't have to be in the safes in the back. It's always in the back, and it's always in a safe.
* PreOrderBonus: The Steam version of ''PAYDAY 2'' had a ton of bonuses for players that pre ordered the game, such as unique mask patterns, extra in game money, a weapon mod, and more. The criminal edition gave even more goodies like beta passes and the game's soundtrack.
* PrettyLittleHeadshots: Shooting enemies in the head will paint the wall behind them, but that's about it. Even done humorously with armored mooks, as any helmets or hats will fly off vertically and there's still no wound.
* PutOnABus: The original Hoxton and Chains have been replaced [[ShrugOfGod having left for unspecified reasons.]]
** As part of a Christmas DLC, it has been confirmed that Hoxton was caught and put into prison. [[spoiler:[[TheBusCameBack And he wants back out after hearing about being replaced.]]]]
* RandomDrops: A card game occurs after a successful heist. Want a weapon mod? A new mask? Mask materials? You have to get lucky and hope the game gives you something you need!
* RandomEvent: Not as prevalent as the first game, but random events do exist, such as specific doors appearing/not appearing and loot locations. There's also a random chance that one or two players in the beginning of an escape sequence will automatically start the level incapacitated due to the van crashing.
** Taken to ridiculous levels with GO Bank, where stealth runs live and die on random events. These events can include an armored car with additional guards outside, additional guards with pagers spawning to check on the building, police officers that will do the same but cause an alert if they die, to someone demanding a bag of money or he'll call the police. On the plus side, another random event is that the vault starts out open.
* RareRandomDrop: Rare items are dubbed as "infamous" items. Several masks rarely drop, including the Death Dillinger Mask that has a one in a ''million'' chance of dropping. Other masks include extra copies of the default masks (which allows you to use them on any character) and textureless versions of the default masks so you can customize them any way you want. Many mask materials, patterns, and colors are also rare drops. The Lucky Charm skill increases your chances of scoring infamous items.
* RenaissanceMan: Encouraged. Since it's even impossible to ace every ability of '''one''' class, the overlap of abilities (e.g. Mastermind has can carry more zipties and are more convincing on pagers -- both of which are useful to a Ghost) means players are better off mixing and matching some skills.
** There is a Steam achievement called "I'm a Healer-Tank-Damage-Dealer," which is to spend 10 skill points in each skill tree.
* {{Safecracking}}: The Ghost can unlock an upgrade to do this, though any interruptions force a full restart and there are more creative means of opening locks.
* ScavengerHunt: Patch 26 introduces several specific items that spawn in random locations that you can pick up. You'll get a small experience bonus for collecting them, but if you own the Gage Courier Pack DLC, collecting all items in a particular group gets you weapon mods.
* ScreamingWoman: Female civilians use the exact same screams as they did in Payday 2 and a few more, despite the male civilians having a brand new set of panic sounds.
* ScriptedEvent: The meth cooks in day 1 of Rats are scripted to die as soon as you reach the second floor no matter how you approach the level.
* SelfDeprecation: After Steam gave games the ability to be tagged with custom genres, Overkill took the piss at themselves by tagging the game as a "Bag Throwing Simulator", which is a nod to the community that always complained how the game makes you do nothing but throw bags around.
* SequelDifficultySpike: Harder difficulty enemies do a lot of damage compared to damage done in the first game, you can suffer knockback from enemy gunfire, enemies are more durable this time around, and you have less chances to stay alive if you go down multiple times. Cops can also steal your loot bag if you are not watching it.
* ShockAndAwe: During the third day of Firestarter, attempting to use the thermal drill on the vault door gets you electrocuted the same way a Taser unit would shock you. Cutting the power to the door is required to bypass the shock.
* ShootOutTheLock: Some doors have locks can be shot out with any weapon in order to bypass picking the lock. However, metal or high security doors cannot have locks shot out, and the lock needs to be drilled, cut through with a saw, or detonated with C4.
* ShortRangeShotgun: {{Averted}} once again as every shotgun, even the double barreled Mosconi, can reliably paste enemy cops from several yards away with only one or two shots. Possibly justified in-game by the fact the shells are blue, signifying the shotgun rounds are slugs rather than pellets.
** Unfortunately, several post-release patches gave the shotgun an arbitrary cutoff past which they won't do any damage, thus playing this trope straight.
* ShoutOut: [[ShoutOut/PAYDAYTheHeist Has its own page.]]
* ShownTheirWork: Gold is extremely heavy and can't be tossed very far due to its weight, which is exactly how real life gold acts. It stands out because when carrying other forms of loot such as jewelry or drugs, the crew can throw them a decent distance, sometimes jump and run. When carrying gold, you can't run and you walk slower. Likewise, you also get to carry engine parts at one point and you move even slower with them on your back than gold does while jumping is restricted to just an inch high.
** The landscape of Washington D.C. isn't perfect, but it looks close enough to its real life counterpart. The Harvest and Trustee bank also looks very similar to what a typical small branch bank looks like in real life.
* SignatureMove: Every class has a few special powers and (eventually) a few "super power"-grade abilities on upgrade tier 5/6; unlike their standard skills, these give a significant edge in very hard heists.
** The Mastermind: Can [[TalkingTheMonsterToDeath use speech to control.]] Can later [[CompellingVoice extend revive range to several feet]], [[RevolversAreJustBetter occasionally self-revive with pistol kills]], and [[NothingIsScarier terrify civilians for much longer with all noises.]]
** The Enforcer: [[RequiredSecondaryPowers Is strong enough to use the saw and wear the heaviest armor.]] Bonuses include [[NighInvulnerable being incredibly durable]], [[TheJuggernaut getting saw/shotgun kills stack extra damage buffs]], and [[InfinityPlusOneSword the saw's weaknesses are greatly diminished.]][[note]]Carbon blades mean the saw does more attack damage, and can be given a stacked durability bonus for the ''third'' time.[[/note]]
** The Technician: [[ShootOutTheLock Can detonate locks with C4]]. Later unlocks [[MoreDakka two sentries at once]], [[BottomlessMagazines increased magazine sizes]], and [[RegeneratingHealth stronger armor with faster recovery.]]
** The Ghost: Can use the [[{{EMP}} jammer]] and [[StealthExpert is stealthy.]] Later earns [[LuckManipulationMechanic higher unlock chances]], [[MindControlMusic an ECM jammer with a knockout frequency]], and [[FragileSpeedster the power to sprint in all directions]].
* SmugSnake: Nearly all the special SWAT units will taunt the player in some way and act like they will dominate the players; you can almost taste their smug overconfidence. Examples: the Bulldozer may say things like "There's no Payday for you!", the Taser may give off an EvilLaugh as he shocks you, and the Cloaker will break the fourth wall and taunt the player directly by telling them to cry on the forums like the little bitch they are.
* SpeedRun: Possible with the right tools like faster drills or C4 charges. One heist has an achivement unlocked if you beat it in 30 seconds or less.
* StatusBuff: Buffs can cover yourself or the team once they are unlocked, such as having more stamina for running, faster armor regeneration, or having unlimited bullets for a few seconds after deploying an ammo bag.
* StealthBasedMission: Much more opportunities exist compared to the first game through The Ghost.
* StockholmSyndrome: An ability for the Mastermind allows you to turn civilians and hostiles to your side.
* StealthBasedMission: Expanded upon in the sequel. Several heists are totally possible to complete without the alarm being raised, allowing you to complete your objectives without the threat of cops. The Ghost class is all about stealthing heists as well. However, some heists cannot be stealthed at all.
* StuffBlowingUp: Used the wrong ingredient to cook meth? The lab explodes. The truck took too much damage while you were moving the coke out? Explodes. Throwing cache of guns into a fire to destroy them? Big explosion. Failed to defuse the C4 on a bus? You know what happens.
** Previews of the game during its alpha stage showcased [[EveryCarIsAPinto cars exploding when shot at enough times]]. Sadly, the feature was removed.
** The Train Heist has explosive shells you can steal for money, but if the shells are tossed too far, the shock of the impact makes the shells explode.
* TakeThat: ''PAYDAY 2'' has an achievement that pokes fun at ''VideoGame/CallOfDutyGhosts'' and the infamous fish A.I. meme.
** The addition of titanium safes; they can only be opened with a drill and cannot be blown up with C4. Sometimes, you can find a message on the safe saying "suck it!", which is a jab at players who farmed heists for loot drops and other things by using C4 to quickly complete objectives.
** The trailer for the Xmas Heist content, done in the style of a live newsfeed, shows a message at the bottom saying "Video game company releases free content, internet outraged," which is a jab at the less than kind fans that believed the (then) upcoming Christmas heist level was going to either be paid DLC or just plain suck because it was a copy and paste of a map from Valve's ''VideoGame/CounterStrike Global Offensive'' (Valve worked on the map with Overkill as a collaborative project, similar to the [[VideoGame/Left4Dead No Mercy]] crossover heist).
** The Cloaker has several lines he says that break the fourth wall by insulting the people who kept complaining about the lack of safe house customization and assuming that the Cloaker itself would be DLC. The developers also knew people would complain about the Cloaker being "overpowered", so the Cloaker has a line telling those people to bitch on the forums. [[note]]And that's exactly what people did.[[/note]]
* TakeUpMySword: WordOfGod revealed in development that the original Hoxton and Chains were either arrested or retired from crime, and their successors are new ''people'', but still hold the same masks and codenames as their predecessors.
* TheManIsKeepingUsDown: Chains says the trope name to an extend in the web series, claiming the banks and corporations are designed to keep people in debt for life and that they (the PAYDAY gang) are out to steal what's rightfully theirs. Dallas in the second episode of the web series also tells the civilians in the bank during the robbery that First World Bank has been robbing them all blind.
* ThePowerOfFriendship: The Mastermind's Inspire skill has the user yell various versions of the encouraging "GO GO GO!" at another player to give them a temporary speed boost. Acing the skills also lets the player revive a downed friend by ''yelling at them'' with some words of encouragement.
* ThoseTwoGuys: On Jewelry Store and Mallcrashers, you may notice a pair of off-duty police officers buying food. Many a stealth run has been foiled by these two.
* TimeForPlanB: Bain, as always, has back up plans in case plan A fails. In levels with stealth, if you go loud, your objective(s) may either change or adapt to the situation. The trope is more apparent in day 1 of Watchdogs where Bain summons Bile to airlift you out of dodge if your escape driver is killed by the police.
** And should Plan B fail in day 1, or the players mess up Plan A by tagging the wrong truck during Election Day, Bain comes up with a ''Plan C'', which is to distract the cops by doing a bank heist while "accidentally" destroying the ballot machines. Though the only way to get to Plan C is to do day 1 horribly and Bain will chastise you for it.
* TooAwesomeToUse: Rare masks and mask materials with absurd drop rates (one mask has a one in a ''million'' chance of showing up). Since you cannot remove materials or colors applied to a mask, you better make damn sure that the colors and patterns you want on a certain mask are the ones you want to stay. Most players will never use their rare materials.
* TookALevelInBadass: The entire police force gotten a significant upgrade since the last game. Not only the cops and SWAT units are more durable, they are also smarter by flanking you, pulling back and taking cover when needed, and bashing you with the butt of their guns if you try to take them on very closely. Cops are also smart enough to steal your loot bags if you leave them unattended. The Gage Weapons Pack #2 update also gave cops the ability to use knives against you.
** Some patches introduced to the game made cops and special SWAT units even more badass than they were originally. Street cops can now use the Bronco .44 (a freaking hand cannon), Tasers will bum rush you in unison with Shields, and Bulldozers may sometimes use the Izhma 12G shotgun, which is a ''semi-automatic shotgun''.
** The crew in shows shades of the trope; while they still rob the usual stuff like banks and stores for cash and jewels, they also raid the ''FBI headquarters'' to steal intel and they also and steal ''engine parts'' that could lead the way to renewable energy. Of course, the crew still get paid quite handsomely for their efforts.
** Some of the weapons from the previous game also get quite a hefty boost in the sequel; the Locomotive shotgun was considered a JokeWeapon in the first game due to its short range and not so great power, but the same gun in the sequel now has a lot of power and decent range.
** The entire SWAT force got a badass upgrade in the Death Wish update. The new SWAT teams can hit harder, move faster, and have better accuracy than their tan FBI connterparts. The Bulldozer also got a major upgrade by not only having his faceplate painted with a skull on it, but also carries a [[{{BFG}} light machine gun]], the same heavy and fast firing weapons that players can use.
* TrainJob: As noted above, under BonusLevel. Sometimes you'll find special plans in an Armoured Transport heist that let you play the extremely profitable Train Heist.
* UndesirablePrize: Completing a heist allows you to earn a bonus item through a RandomDrop system, ranging from weapon mods, masks, mask mods, extra cash, and extra experience points. Many players groan in disappointment when they get the cash card after already having several million dollars in spending cash, or get yet another completely useless mask pattern or color.
* UnwinnableByMistake: Day 2 on the Big Oil heist has several objects that act as clues to help you figure out which engine is the correct one to steal. Playing the game on a low graphics setting can make the clues too blurry to read.
* VariableMix: There are a few different tracks that can play during a heist, with varying levels of intensity - this often leads to a MusicalSpoiler, as the music will start to build up about ten or fifteen seconds before a police assault wave actually starts.
* VideoGameCrueltyPunishment: Having an itchy trigger finger not only instantly saps your spending cash as a penalty, but it ramps it up by spawning enemy snipers and/or more special SWAT units if you kill one too many innocents and having a steep cash penalty per civilian killed. You also have a higher chance of being forced to do an escape sequence after the heist if you rack up too many innocent casualties. Thankfully, this is balanced out by [[ArtificialBrilliance making the Civilian AI much easier to handle]]: they stay on the ground longer after being yelled at, and can be BoundAndGagged with cable ties for a NonLethalKO.
* ViolationOfCommonSense: In some heists that have civilians in them, some players that plan to do the level in stealth will go the extra mile by killing civilians so that they don't alert the police, even if it means losing cash as a penalty.
* WelcomeToCorneria: Bain's messages throughout Day 3 of Framing Frame, while in stealth mode.
** Also his dialogue in Ukrainian Job when stealthed.
* WhatKindOfLamePowerIsHeartAnyway: The Ghost "Lucky Charm" boosts, which increase rare item drops. Considering it's $2,483,000 and 53 points (at it's cheapest without Infamy bonuses) for the maximum +200% boost, it's an enormous waste when you realize your odds of getting an infamous item with a 0.66% drop rate (after the +10% boost from reaching tier 6) ''is only increased to 1.86%.''
** The first infamy point doubles your base Infamous drop rate to 1.2%. It still doesn't make Lucky Charms worth it at a final drop rate of 3.72%.
** Lucky Charm was replaced with the ''slightly'' more useful ''Camera Loop'' skill in Update 25. It still plays it straight due being slow to use, limited in range and only allowing to be used on a camera at a time - while still being a Tier 6 skill.
* WhatTheHellPlayer: Bain will yell at you for killing civilians and will warn you that getting out of custody will be harder while the cops will become more aggressive in response.
* WhiteMaskOfDoom: It's entirely possible to make a mask that is pure white simply by using the base 'white plastic' material with no pattern and no colour; several masks ''start out'' this way. Though none are quite as featureless as the trope's page image, ''Alienware'', ''Mr. Mannequin'', and ''Mrs. Mannequin'' all come quite close.
* WitchHunt: Depressingly common for high ranking players online. Due to the rampant cheating from people who used said cheats to boost their levels to the max, legitimate players that reached infamy level 5 are often kicked out of many games because people assume that infamy level 5 is a cheater's calling card.
* ZergRush: Cops don't rush in as much as they used to in the first game, preferring to strategically flank you instead. On Death Wish, the cops play the trope straight at all times.
[[/folder]]

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