Below is a variant of the Skills page,
but here - no skill ever requires or interacts with any Stance / Buff
( No Edge / Grit / Rush / Focus)
And all the buffs are converted to plain text.
Some wording or skills were changed to fit.
Now during gameplay you shouldn't see ANY buff timers or icons.
Role Focus
Bag Hauling
Deployables
Consumables
Encumbered Debuff mitigation
Heavy Loadouts
Interesting Changes
Allowing to customize loadouts more with weapons and if MASTERY ACED is equipped - deployables
Carry a third loot bag with a downside.
Mitigating Heavy loadouts and Encumberance.
Restoring Deployable charges.
Hauling
Your movement penalty is 10% smaller if your Loadout weight is Medium, 20% slower if it's Heavy.
ACED
Carrying a bag or body generates grants 5% damage reduction 10% if your Loadout weight is Medium, 15% if it's Heavy and 20% while Encumbered.
Beast of Burden
Carrying objects or bodies doesn't incur any movement speed penalties to you.
ACED
Your Loadout counts as 1 tier lighter allowing for more freedom of movement
When carrying a bag or a body, shots to the back deal 10% less damage
(effect stacks when carrying multiple bags)
Walking Arsenal
You can equip any non-Heavy weapon in your secondary slot, with 50% max ammo, it counts toward your loadout weight.
ACED
You can stow away your OVERKILL weapon but it will occupy bags slot on your back and add its weight to your loadout.
Hold [Throw Bag] button to retrieve it again.
Deep Pockets
If you have a Deployable Bag in your loadout, you start the heist with one extra deployable of that type, but all your deployable bags have 2 charges less (minimum 1).
ACED
You can carry two more consumables.
Deployable Bag favors arrive full at the beginning of the heist.
Power Lifter
You can carry up to two bags. This causes your current Loadout to get 1 tier heavier.
ACED
You can hold a third bag in your left hand and pull out a secondary weapon. This will apply an Encumbered debuff.
Encumbered Debuff affects you 50% less
Restock
You can carry 2 more consumables.
You can add charges to Deployable Bags, by spending 2 Consumables of the correct type,
or 40% ammo and 2 throwables in case of Ammo Bags
ACED
If you have at least 1 consumable, every 120s you will gain another one of the same type, picking up ammo will cut this timer down by 3s
Delivery Boy
If you have a deployable bag in your loadout, it has 2 additional charges.
You throw bags 30% farther.
MASTERY ACED
You can equip a second Deployable type in your Tool slot (max 1).
Your OVERKILL meter fills 20% faster.
Picking Up OVERKILL delivery now also heals 100 Health, fully fix the Armor and give 2 throwables when picked up.
Notes
A lot of options for new "Loadout Weight" mechanic.
Carrying a lot of weapons, deployables and loot bags.
Restoring Deployable charges.
Role Focus
Extra Health, Adrenaline
Health generation
Critical Health and staying up
"Downs" and self-reviving
Light or No armor
Interesting Changes
Generating Health on your own
Getting back up on your own
Fortitude
Your maximum Health is increased by 15 for each "down" you currently have.
ACED
The maximum number of 'downs' you can have is increased by 1, and your bleedout time is extended by 50%.
Leech
When a teammate heals using one of your Medic Bags, you heal for 40% of the amount they healed.
ACED
While you're at critical health, gain health regeneration from kills.
Unyielding
Increase your base maximum Health by 50.
ACED
If you have no Armor, gain 5% Damage reduction.
Your Critical health starts at 45% Health.
Supraphysiological
Whenever you gain Adrenaline, you gain 10% additional Adrenaline for each "Down" you currently have.
ACED
Whenever you have Adrenaline and no Armor, gain 10% damage reduction.
Walking Tall
Your Adrenaline degrades 25% slower for each "Down" you currently have.
If you have any amount of Adrenaline, you can use First Aid Kits to pause its degradation for 15 seconds.
ACED
As long as you're below critical Health, your Health will slowly regenerate 1HP/s until you reach 30% of your max HP
Pain Asymbolia
You take 50% less damage to your Adrenaline.
ACED
Same effect occurs while you're below critical health.
Power Through
You can switch weapons and look around full 360° while being Zapped.
Nader gas grenades no longer prevent you from sprinting and it deals half the damage.
MASTERY ACED
While you're Down
killing enemies generates 20% of your Adrenaline bar. With full Adrenaline bar, press [jump] to get yourself up.
You will spend the adrenaline to revive yourself but become 50% slower for 3s by doing this.
Notes
A little bit of Muscle from Payday 2.
I wanted to have some more skills that will allow to recover a bit on your own when stuck in a bad position.
Role Focus
Movement and Move Set
Light Loadout
Avoiding combat
Avoiding special attacks
Avoiding damage
Interesting Changes
Loadout weight skills, this time focusing on Lighter Loadouts
More focus on avoiding Combat and breaking through enemy lines and escaping danger
Runner's High
Sprint faster depending on your Loadout Weight.
Heavy Loadout will gain 5% speed, Medium 10% and Light 15%.
ACED
Gain 20% damage reduction while sliding.
Drop & Roll
The height of the fall before you take damage is raised by 2m if your Loadout is Medium and 4m if it's Light. You take 10% less falling damage overall.
ACED
You receive 25% less environmental or fall damage.
Move & Cover
Your base crouch speed is increased by 10%.
ACED
Vaulting and mantling is 20% faster
As long as you're crouched, you have 10% chance to dodge incoming damage
Slide Tackle
Slide into Non-Special enemy, to stagger them.
ACED
Your slide staggers all enemies in 2m radius of original target.
Battering Ram
You can sprint through locked doors to breach them.
Only effective on doors with locks that can be picked or shot.
ACED
You can sprint into or melee attack Non-Special Enemies, Shield SWAT or Zappers to knock them back.
Swift
Your base sprinting speed when masked on is increased by 10%.
While sprinting, you have 10% chance to dodge incoming shots
ACED
You have a better air-control and can mantle mid-air, as long as your current loadout is Medium or Light.
Your dodge chance is raised by 5% if your current loadout is Medium, or 10% if it's Light.
Balanced
If enemy or effect would stagger you, they slow you down 50% for their duration instead.
MASTERY ACED
While sprinting, Dozer kicks, Cloaker kicks or Zapper shots will miss you.
Notes
Focusing on Combat avoidance and navigation.
Back Up
Role Focus
Human Shields
Aggressive Stealth
Takedowns
Kinda Melee Combat
Interesting Changes
Non-lethal takedowns
MASTERY ACED is an option for self-sufficiency while dancing around human shields
Gaining health from human shields
Warm Embrace
You move 5% faster while holding a human shield.
ACED
You have 5% damage resistance while holding a human shield.
Soft Assets
Holding a SWAT as a human shield, slowly regenerates your current armor chunk. You can only regenerate 1 armor chunk per human shield this way.
ACED
You move 5% faster while holding a human shield.
Groundskeeper
You perform takedowns 60% faster.
ACED
Grabbing Guards or First Responders will instantly intimidate them, and pushed away they'll immediately cower.
Dodge 80% of shots while performing a takedown
Pin Puller
Shove away a SWAT you held as a human shield, and the SWAT’s smoke grenade is triggered when they land. Only one grenade per SWAT can be triggered.
ACED
Instead of a Smoke grenade, a flashbang is triggered.
Savage Takedown
Whenever you grab a human shield, any civilian within 5 meters that can see you will immediately become intimidated.
ACED
Your takedowns will stagger nearby non-special enemies.
Pressure Points
Corpses you've left after performing a takedown need to be examined in detail before civilians and guards realize they are dead.
ACED
Takedowns are now non-lethal.
Investigated bodies won't cause an alarm, but search mode instead.
If alarm is raised, Incapacitated victims will wake up and stay cowered for at least 60s.
Live Feed
Taking down a guard will automatically answer their radio if it wasn’t already answered.
MASTERY ACED
Holding a guard as a human shield delays his radio for as long as you hold him including lead guards.
While holding a human shield you gain a percentage of your health back for every kill.
Notes
Great tree to revisit when (if) melee weapons come back?
Some counter-play against Lead guard added, along with ways to regain health
Role Focus
Stunning and Debuffing enemies
Tactical Throwables
Infrasonic Mines
Crowd Control
Interesting Changes
Infrasonic Mines skills and more utility, recovering them
Using Infrasonic Mines to get out of stuns or downs
Action Radius
Stun and stagger enemies, for 20% longer.
ACED
Your Tactical Throwables and Infrasonic Mine area of effect is increased by 20%.
Crowd Control
Civilians affected by your Tactical Throwables will cower for a duration that is twice as long as if you had shouted them down.
Civilians 3m around your Infrasonic mine will cower indefinitely and HRT will attempt to disarm the Mine first if accessible.
ACED
Guards and First Responders will surrender when affected by your Tactical Throwables or Infrasonic Mine, while SWAT has 2% chance to surrender
Coup De Grâce
You deal 20% more damage when you shoot a staggered or stunned enemy.
ACED
Killing a staggered or stunned enemy has 20% chance to stagger enemies near them.
Discombobulate
Enemies affected by your Tactical Throwables or Infrasonic Mine suffer a 40% accuracy debuff for the duration of the stun and for 5 seconds seconds after it wears off.
ACED
Killing a Sabotage Specialist or a Nader will restore 1 Infrasonic Mine.
You can now carry 2 more Infrasonic Mines.
Expose
Shots fired at enemies affected by your Flashbang or Stun Grenade will ignore armor for as long as they are stunned.
ACED
Effect now also can be applied with Infrasonic Mines.
enemies affected by the mines are also spotted.
Contingency
While stunned or zapped, you can use one Infrasonic Mine to stun enemies around and escape
ACED
If you have no Infrasonic Mines for 60s, gain 1 Infrasonic Mine.
Reverberate
Any stun effects you apply last 20% longer.
MASTERY ACED
You recover from Flashbangs and Stun grenades and mines 50% faster
While downed you can use an Infrasonic Mine to stun enemies around, then you can press [jump] to get yourself up.
You will revive yourself, but become 50% slower for 6s by doing this.
Notes
Changed a lot of text specifying what certain special grenades do to just "tacticals".
If there's any new grenades added those skills should be able to work with them.
Role Focus
Hostages
Trading for time and supplies
Intimidation
ECM Utility
Shared team bonuses
Interesting Changes
ECM skills that represent opening negotiation line with Law Enforcement to talk
Hiding amid hostages
Hostages "like" you more and help
Shared trade values with the team
Leverage
You tie up and trade hostages 50% faster.
ACED
Whenever you trade a hostage, they count as one additional hostage.
Overbearing
Your shout range for intimidating civilians is increased by 20%.
Civilians stay down 50% longer after being shouted down.
You can now order up to three tied hostages to follow you.
ACED
As long as your Loadout is Medium or Light:
Crouching 2m away from a civilian or a hostage causes enemies to lose track of you until you deal damage to them, shoot an unsilenced shot or they see you again.
Crouching still near civilians or a hostage stops enemies from targeting you until they're 2m away.
Silver Tongue
Trading Employees, Guards or Law Enforcement counts as trading an additional hostage.
ACED
Civilians also count as additional hostage.
Trading Hostages during Negotiations gives your crew 10 more seconds per negotiation cycle.
Negotiator
Every hostage you trade between assault waves reduces the next player's time in custody by 10 seconds; the minimum time spent in custody is capped at 10 seconds. This time reduction resets after any player has been taken into custody.
Your movement speed is 20% higher during Negotiations phase
ACED
Activating an ECM Jammer will freeze the negotiations countdown
All of your trade for consumable bonuses are now applied to the whole team
Menacing
You can shout at Guards, First Responders or SWAT within 5 meters of you to force them to surrender.
Once fully surrendered, the SWAT obeys all the rules of a civilian, including any penalties for killing them. You can't have more than one SWAT as a hostage at any time.
ACED
You can intimidate one more SWAT.
Guards, First Responders will surrender 25% faster.
Stockholm Syndrome
When you're downed, you can shout at a tied down or cowering hostage within range to try and reach you and revive you.
Guards and HRT take 5s longer to free your hostages
ACED
Any tied down or cowering hostage within range will actively seek you out and revive you.
Hostages freed by a Guard during Stealth will stay cowering for 60s and will cause Search Mode to trigger instead of alarm.
Open Line
Trading hostages for resources now yields 2 additional resources of the type you're due to receive.
MASTERY ACED
You or Teammates traded from custody come back with 2x more Armor, Ammo and Throwables.
While ECM Jammer is active, you can trade hostages during Assault phases for 50% value (max 2 supplies).
Notes
Bonuses shared with the team will lower the frustration of people trading hostages at low value.
Trading during Loud with MASTERY ACED.
Back Up
Role Focus
Medic Bags, First Aid Kits
Reviving Players
Keeping others Healthy, even on the move
Extended Heists when low on supplies
Playing with Stances, keeping them up longer
Interesting Changes
Healing others directly
(Unless they don't want to?)
Unnoticed reviving
Removing debuffs
Giving survivability buffs
Stitch
You revive teammates 20% faster.
Medic Bags you deploy have 2 additional charges.
ACED
Take 50% less damage while reviving a teammate
Steady Hands
All placed Medic Bags heal you and your teammates for an additional 20 Health upon interaction.
ACED
Using First Aid Kit or Medic Bags will also heal teammate 10m away from you by 40% of the amount healed.
Extra Charge
Your Medic Bags are deployed 40% faster and have 2 additional charges.
ACED
Using your Medic Bags gives the interacting player extra 10% movement speed for 5s
Special Enemies you kill drop 1 First Aid Kit as well as their Armor Repair Kit.
Combat Medic
ISuccessfully reviving your teammate will consume them and give both you and that teammate damage immunity for 2s
ACED
Revived Teammates additionally get 40 Health. You recieve a First Aid Kit if possible.
Your Medic Bags will remove all debuffs and gives health regeneration from kills for 5s.
Code Blue
Whenever a teammate is downed or disabled, your movement speed is raised by 10%
You revive teammates additional 20% faster.
ACED
While Reviving a teammate and 2s after, both you and the teammate are 80% less noticed by the enemies.
Triage
Medic Bag or First Aid Kit heal you for extra 10 Health.
You interact 50% faster with Medic Bags and First Aid Kits.
ACED
This bonus is applied to the whole team.
Your Medic Bags heal players more the less Health they have.
Walking Pharmacy
You can carry 2 more consumables.
Whenever you pick consumables in a neat pile, Double-tapping "pick up" will grab as much of them as possible at once. You also deploy them as a stack of up to 5.
MASTERY ACED
Your First Aid Kits are visible on your belt for teammates to use. These can't grant Adrenaline.
Every 60s, gain one First Aid Kit.
You and teammates 10m away from you regenerate 0.2 Health/s
Notes
Wanted to put more options for players seeking the Medic player or the player actively healing up teammates.
One issue might arise if some players want to stay at low health if some skills reward low HP.
Role Focus
Armor Bags, Armor Repair Kits
Damage mitigation or immunity
Keeping Armor repaired
Team Armor
Heavy Armor
More plate options
Interesting Changes
Damage Resistance with slower Armor Recovery tradeoff
Gaining and sharing Armor Repair Kits.
Skills working with any and all armor types in the future
Ablative Armor
Scratch Proof
Increase the regeneration speed of your armor chunks by 20%.
Your Armor Bag has 2 additional charges.
ACED
Whenever one of your armor chunks breaks, 5% damage resistance for 5s
Hardy
Take 20% less armor trauma damage.
ACED
When one of your armor plates breaks, gain damage immunity for a time depending on the broken plate's Damage Resistance.
(Damage Resistance % x 5)
ex.
-Resistant - 3s (0.6x5)
-Adaptive - 1.5s (0.3x5)
-Impact -0s
Extra Plates
Your Armor Bags are deployed 40% faster and have 2 additional charges.
ACED
Using your Armor Bags gives the interacting player 30 points of extra Ablative Armor on top of the usual plate.
Special enemies you kill drop 1 additional Armor Repair Kit.
Ironclad
Whenever your armor regenerates, Gain 20 points of extra Ablative Armor on top of the plate.
ACED
Your max stacks of GRIT♥ are increased by 2 as long as you have any armor.
Your Armor Bags and Armor Repair Kits will repair 2 chunks of armor.
Last Man Standing
If damage would normally down you, gain damage immunity for 4s plus an additional 2 seconds for each crewmate that’s downed or in custody.
After this effect has been applied, you won't be able to use it again until you heal using a Medic Bag or First Aid Kit, or until you're downed.
ACED
The damage immunity timer is doubled and you deal extra 20% damage during it's effect.
Custom Tailored
Your armor weight is reduced by 1 tier when calculating your loadout weight.
ACED
While you have any armor, gain flat 10% Damage Reduction, but every plate regenerates 20% slower
(This adds to Hardy calculations).
As you have full Armor. Ablative Armor will regenerate on its own up to 15 points.
Hold Together
If you have no armor, you can interact with an Armor Repair Kit to restore 1 armor chunk.
MASTERY ACED
Your Armor Repair Kits are visible on your belt for teammates to use.
Every 60s Gain one Armor Repair Kit.
Using an Armor Bag or Armor Repair Kit will also fully repair their current or 1st Armor chunk of teammates 10m around you and grant 20 points of Ablative Armor
Notes
Skills worded in a way that should work with any and all plates, including Impact.
More active involvement in team armor
Role Focus
Marking enemies
Team Buff / Enemy Debuff
Motion Trackers, also in combat
Interesting Changes
More focus on teamplay.
Along with allowing motion trackers to be used in loud much more.
Beacon
You can mark 1 additional target.
Your marks last 20% longer.
ACED
You can mark 1 additional target.
Your marks last 20% longer.
Combat Marking
You deal 10% more damage per stack against any marked target.
ACED
Deal another extra 5% damage and the effect is shared with the whole team.
Threat Assessment
You take 10% less damage per stack from any marked target.
ACED
Take extra 5% less damage and the effect is shared with the whole team.
Misdirect
You have a 10% chance of avoiding taking damage from shots fired by marked enemies per stack.
ACED
Teammates shooting the marked target have high a chance to stagger them.
Pinpoint
Your armor penetration against any marked target is 0.3 higher per FOCUS♣ stack
ACED
Armor penetration bonus is now 0.6 and the effect is shared with the whole team.
Re-engineered
Your Motion Trackers can spot up to 60 enemies before expiring (up from 30)
ACED
Killing a Techie will restore 1 Motion Tracker
The Turret will intimidate the civilians in its targeting arc.
In Stealth - Turrets won't shoot enemies but will spot them for you from afar.
Marked for Death
Whenever you are downed or disabled by an enemy, that enemy and up to 5 enemies within 5 meters of you are marked.
MASTERY ACED
Those enemies are marked for as long as you're downed.
If those enemies are killed, you can press [jump] to get yourself up.
You will revive yourself, but become 50% slower for 6s by doing this.
Notes
Tried to fit it more into a leader role / Mastermind / Crew Chief.
Should be a nice skill line for those supporting newer players.
More Motion Tracker / Turret utility.
Back Up
Role Focus
ADS, Scoped shooting
Critical shots
Shooting while still
Killing Specials
Interesting Changes
Simplified some buffs.
Marksmanship
Standing still while aiming down sights reduces recoil by 10%
ACED
Headshots while aiming down sights deal 10% more damage
Collateral Control
If you destroy an environmental hazard or a Special enemy's weak point, like the Zapper's battery or the Nader's belt, the explosion will only affect enemies.
ACED
Deal 20% more damage to Special enemy weak points.
Long Shot
Your first shot recoil while in ADS is reduced by 25% .
ACED
While you're using a scoped weapon, distance penalties do not apply to headshot multipliers.
Precision Shot
While in ADS, continuous critical hits without missing or swapping your weapon causes your critical damage to be raised by 5% until you miss or reload.
ACED
Missing a shot will only set you back 4 accurate shots instead of resetting the bonus.
Cutting Shot
As long as you are scoped in, your shots will penetrate through 1 additional target.
ACED
Critical kills have a chance to cause non-special enemies nearby to stumble, based on the damage dealt to the original target.
Headhunter
As long as you are scoped in, critical hits will replace 1 ammo in your next magazine with HIGH GRAIN ammo.
ACED
This ammo is now immediately fed directly into your magazine.
Killing a Sniper WITH a headshot doubles this bonus.
Speed Aim
Increase your ADS and scope-in speed.
MASTERY ACED
Killing special enemies charges your OVERKILL call-ins 2x faster.
Your Sharpshooter skills apply to OVERKILL Rifle type weapons as well as working with any scope or sight.
Notes
Rewarding precision and buffing scoped weapons.
MASTERY ACED allows you to use "scoped" skills with any weapon or sight
Role Focus
Adrenaline
Silenced Weapons
Killing marked Targets / Specials
Shooting while unseen
Light Loadouts
Interesting Changes
Silent Smoke grenades for Stealth use.
Using smoke to hide during Loud
Using Light loadouts
Bag 'em & Tag 'em
Whenever you kill an enemy with a suppressed weapon gain 5% extra damage until you're noticed.
ACED
Whenever you mark a Guard or Law Enforcement, you'll deal extra damage to that target.
Skimming the Ground
Your crouching movement speed is increased by 10% and additional 5% if your loadout weight is Medium, or 15% if it's Light
ACED
When crouched, you are detected 10% slower and additional 5% if your loadout weight is Medium, or 15% if it's Light.
Enemies will prioritize your other teammates by the same amount.
Drop Cloth
Whenever you kill a guard with a suppressed weapon, their body can't be detected during the first 10 seconds. Any radios from guards you kill this way won't activate until the 10 seconds have passed.
ACED
Your Smoke Grenades do not make a sound and last twice as long.
In Stealth, Smoke will stop Line of Sight, but will cause Guards to come and investigate, if they see the grenade after smoke settles, they'll call for search.
If it goes off 5m near Civilians or Employees, It'll cause them to call security.
Duck and Weave
You deal 10% more damage to enemies from behind and additional 5% if your loadout weight is Medium or 15% if it's Light.
ACED
Entering smoke causes enemies to lose track of you until you deal damage to them, shoot an unsilenced shot or they see you again.
Staying in smoke stops enemies from targeting you until you shoot them.
Killer Kinesthetics
Whenever you kill a marked enemy with a suppressed weapon, the nearest unmarked enemy within 10 meters of the target will become marked.
ACED
Killing a marked enemy gives extra 10% damage for 5s. Further kills refresh this effect.
Assassin's Mettle
Killing a marked enemy with a weapon gives health regeneration from kills for 1s if your Loadout is Heavy, 2s if It's Medium and 3s if Light
ACED
Gain health regeneration from kills as you're not targeted or in smoke.
Death Knell
Any enemy affected by your throwables becomes spotted.
MASTERY ACED
Unseen kills with a silenced weapons won't cause enemies to target you.
Any effects applied to marked targets now also apply to spotted enemies.
Notes
Enforces the theme of "staying hidden and in the shadows,
knowing where the enemies are and preparing for a spree"
MASTERY ACED causes "marked" skills to also affect "spotted" enemies
Role Focus
Hipfire, Precision, Rhythm
Swapping Weapons
Light weapons and Sidearms
Avoiding reloads
Interesting Changes
ADS wont end EDGE, just decays faster.
FINISHER can now work however player wants with Triple Tap skill.
Critical damage skills and applying some "mini critical" damage
Quickdraw
Increase your weapon swap speed.
ACED
You fire and reload Sidearms 20% faster
From the Hip
Your hipfire spread is decreased
ACED
Your hipfire critical hits deal extra 5% damage
Heavy Hipfire
Your hipfire shots have a chance to cause heavy stagger.
ACED
Your hipfire shots have +0.1 higher Armor Piercing.
Continuous hits will add to the effect until the target is dead or you miss.
Triple Tap
Landing 2 bodyshots on a marked enemy will cause your next critical hit on the same enemy to deal 300% more damage.
ACED
This effect now scales with distance to deal more critical damage the further away your target is.
Locked and Loaded
Ammo pickups for your unequipped weapons are added directly to those weapons' magazines.
If your magazine is full, it's added to your reserves instead.
ACED
Your unequipped weapons slowly reload themselves on their own.
Body Expertise
25% of critical damage bonus is also applied to bodyshots.
ACED
Deal additional 10% critical damage while hipfiring
Run and Gun
You can shoot sidearms while sprinting.
MASTERY ACED
You can equip sidearms in primary weapon slot and Light weapons in secondary slot.
Any Sidearm skills now also apply to Light weapons
Notes
Focus on Gun-Fu and light loadouts / Sidearms.
Helping out weapons with low armor piercing.
Body expertise is kinda back, re-adding those "mini-crits" to body shots (targeting vital areas, right)
Back Up
Role Focus
Full auto weapons
Ammo regen, Big magazines
Suppression
Fast Firing other weapons
Heavy weapon bonuses
Interesting Changes
Heavier weapons and bigger magazines = bigger bonuses.
Itchy Trigger might be interesting
Full Send
Your full-auto weapons have extra 20% spare ammo.
ACED
Reloading a weapon with an empty magazine is 10% faster.
Recoil Handling
Your weapon recoil is further reduced by 10% if it's Light, 20% if Medium and 30% if Heavy.
ACED
Your overall recoil is further reduced by 10%.
Suppressive Fire
Every bullet you shoot, has a chance to inflict a heavy stagger. the longer you hold the trigger the higher the chance.
ACED
Reloading when standing still is 5% faster.
Every missed shot has a chance to panic the enemy nearby.
Ammo Funnel
Your Medium weapon's box or belt magazines are 10% bigger, or 20% if they're Heavy.
ACED
Your Medium weapon's box or belt magazines are now 20% bigger, or 40% if they're Heavy.
A percentage of ammo you pick up is directly added to your equipped weapon's magazine.
If your magazine is full, it's added to your reserves instead.
Replenish
You gain additional 10% Ammo from ammo drops.
ACED
You automatically pick up ammo dropped by enemies you have killed.
Itchy Trigger
Semi-Auto weapons can be shot 25% faster and cycled / pumped 10% faster.
ACED
Your equipped semi-auto weapons now auto-fire.
Your equipped automatic weapons fire 5% faster.
Sprint Loaded
You can reload, and cycle weapons while sprinting.
MASTERY ACED
You can equip any SMGs in your secondary weapon slot at 50% max ammo capacity.
Reloading is 5% faster.
Notes
Spraying into enemies has more purpose now.
Wondering about auto-firing semi-auto weapons. Shotguns and bolt action rifles should probably be spared from this
Role Focus
Close Quarters Combat
Shotguns, Lever Actions.
Small Magazines.
Reloading
Interesting Changes
Seeing Red for high risk / high reward playstyle.
Pretty much just reinforcing Vanilla tree. It's pretty powerful already.
Danger Close
You take 2% less damage per enemy 10m away from you.
ACED
You deal extra 5% damage per enemy 10m away from you.
Quick Reload
You reload tube magazines (ex. Shotguns, Lever Action rifles), 10% faster.
ACED
You reload tube magazines (ex. Shotguns, Lever Action rifles), 2 shells at a time.
Face to Face
You deal extra damage to targets within 5m of you. The closer they're are, the bigger the bonus
ACED
You deal 50% more damage to Shield SWAT visors, Dozer helmets and Techie refraction shields.
Solid
The more enemies are within 10m of you, the faster you recover from stagger effects.
ACED
While there's an enemy within 5m of you, you're immune to stagger effects.
Combat Reload
You can stop the reload to fire the weapon faster.
ACED
The more enemies are around you, the faster you reload your weapon.
Seeing Red
While within 5m from enemy you take 10% more damage, but deal 25% more in return.
ACED
The lower your health, the more damage you deal to enemies 5m away from you.
Killing a Special Enemy WITH a Shotgun gives 40 Health
Shock & Awe
Killing an enemy within 5 meters of you has a chance to stagger all Non-Special enemies within 5 meters of you.
MASTERY ACED
You can equip any Shotgun as your secondary weapon at 50% max ammo capacity.
All distances specified in this skill line are doubled.
Notes
Enforcer is a powerful skill line, not much changed, added some focus on shotguns.
Instead of Armor Piercing, focuses on raw damage and staggers.
MASTERY ACED allows any shotgun into secondary slot and expanding skill proc range to 10m if you'd like to use other weapons
Role Focus
Ammo Bags, Ammo Kits
Ammo drops bonuses
Throwables regain
Sharing Ammo / Ammo bonuses
Interesting Changes
HIGH GRAIN applies to your magazine instead of running on a timer.
Sharing ammo and ammo skills with teammates.
HIGH GRAIN generation without using Ammo Bags
Restoring Ammo in Ammo Bags
Ammo Kit usage
"Plate Up Brass Armor" skill updated to work with any armor plate
Fully Loaded
Your reserve ammo capacity is increased by 20%.
Ammo bags you deploy have 2 additional charges.
ACED
You pick up 10% more ammo from all sources.
Scrounger
Every 13th collected ammo drop will replenish one of your throwables.
Your ammo pick up range is extended by 10%.
ACED
Instead of 13th - Every 7th collected ammo drop will replenish one of your throwables instead.
Your ammo pick up range is extended by another 10%.
Extra Rounds
Ammo Bags you deploy have 2 additional charges.
ACED
Special Enemies you kill will drop Ammo Kit.
Ammo kits will give HIGH GRAIN to your next reloaded full magazine.
Brass Armor
Ammo drops will boost your armor regen by 1s.
This effect cannot occur more than once every 2 seconds.
ACED
Whenever you pick up ammo, if your current weapon's magazine is full, the ammo picked up converts to HIGH GRAIN for your next reload.
Heavy Grain
Placing and using an Ammo Bag applies HIGH GRAIN to your next reload.
ACED
Placing and using an Ammo Bag fully reloads your weapons and applies HIGH GRAIN to your other weapons as well.
Your Ammo Bags explode violently when Cloakers destroy them (for fun).
With Malicious Intent
The first 2 loaded shots after a reload are HIGH GRAIN.
ACED
Bonus is now applied to first 5 shots.
Top Up
Interacting with any ammo bag will restore an additional 20% ammo and fully restock your throwables.
Ammo Kits will also restore 1 throwable.
MASTERY ACED
Every 30s one Ammo Kit spawns on your belt for teammates to use. It will also restore 1 throwable for them.
Any ammo dropped 20m around your ammo bag will slowly refill its charges.
50% of any Ammo, or Ammo buffs you recieve are shared with teammates 20m around you.
Notes
Added more utility to Ammo Kits (Not Ammo boxes dropped by enemies! the consumable!)
Helping teammates restore ammo and throwables when on the move
MASTERY ACED allows for restoring charges in your Ammo Bag as long as its on the frontlines.
Back Up
Role Focus
Throwables, Explosives
Applying Debuffs
Interesting Changes
More throwable cooking and use options.
Turning throwables into traps
More throwable recovery options.
Payload
Explosions caused by your shots or throwables have their area of effect increased by 20%.
ACED
Your explosions have an additional 10% area of effect.
Cooker
Holding an explosive throwable before throwing it, grants 10% damage resistance
ACED
Holding an explosive throwable will raise it damage by 50% for every second it's held.
Those explosions can stagger special enemies.
Shell Shock
Any enemies damaged by your explosions get a permanent penalty of 20% to their accuracy. This effect does not stack.
ACED
Non-special enemies damaged by your explosions will lose all Armor.
Dropping an empty magazine or MGL shell has a 20% chance for enemies to behave like it's a live grenade (for fun)
Shakedown
Every 10th explosion kill will restore 1 throwable.
Killing a Nader will restore 1 throwable.
ACED
Explosive kills cause enemies to drop additional ammo drops.
Flak Jacket
You're immune to explosive self-damage.
ACED
Shield SWAT, Zappers, and Cloakers won't attempt to stun you while you're holding a grenade and will try attacking from afar.
Controlled Demolition
You can hold the timed throwable indefinitely and it will not go off in your hand
ACED
Holding an explosive throwable for at least 2s allows you to place them as tripwire trap on a wall, or proximity trap on the floor. Triggered Trap Grenade will immediately explode.
Extra Munitions
Your throwable capacity is increased by 2.
MASTERY ACED
You can equip a second throwable type in your Tool Slot at 50% max capacity
Any explosive throwable will cause a second, smaller blast 1s later.
Your OVERKILL Explosive weapons arrive with 1 more magazine worth of ammo.
Notes
Terrorizing enemies and placing traps.
MASTERY ACED allows carrying 2 throwable types
Role Focus
Turrets
Drills etc.
Interaction times
Keeping Hostages suppressed from running
Interesting Changes
Adding some basic skills for using normal tools like drills etc
More turret options, maybe you'd like a fast heating up, then exploding twice turret
Drilling Safes
Greased Gear
Increases the max heat build-up of your Turret by 50%.
You place, adjust, and fix broken drills 25% faster
ACED
Increase the max heat build-up of your Sentry Turret by another 50%
You can place drills on safes.
AP Turret
Increase armor penetration of Sentry Turrets you deploy by 1.
ACED
Armor penetration is increased by another 1, but the turrets now shoot 25% slower (and build up the heat slower by extension)
Cooling System
Reduce heat build-up from damage, electrical explosions or hack attempts by 30% for all Turrets.
You assemble thermal drills and oxygen tanks 25% faster
ACED
The heat will very slowly dissipate on its own, unless the Turret reaches 100% and breaks.
Planned Obsolescence
Whenever your Turret overheats, it will cause an explosion that damages NPCs in an area.
ACED
After reaching 75% heat, the Turret will release an electrical explosion stunning Non-Special enemies and destroying any Techie Drones nearby.
This explosion resets when the Turret's heat falls under 50% or is picked up and redeployed.
Overclocking
Your Sentry Turret can now rotate 360 degrees to acquire its targets.
You use Plasma Torches 50% faster
ACED
Your sentry turns, shoots and heats up 50% faster.
Tower Defence
You can now deploy a second Sentry Turret, but all your Turrets build heat 50% faster while shooting.
ACED
You can deploy one additional Sentry Turret.
You interact with Turrets 25% faster.
Targeted Fire
Your turrets will switch targets to whichever enemy you mark manually, if it's within line of sight. If you mark multiple enemies, it will prioritize the last one you marked.
MASTERY ACED
Your turrets deal 25% more damage against any spotted enemy and they can shoot targets 50% further away.
Increase the max heat build-up of your Sentry Turret by another 50%.
Notes
Faster and more flexible drills, More turret options.
Drilling safes.
MASTERY ACED buffs turrets shooting at spotted targets
Role Focus
Lockpicks, Safes
Bagging loot
Throwing Knives
Avoiding Guards and alarms
Search Mode
Interesting Changes
"Sixth Sense" - like enemy detection.
Some interaction / safe cracking utility.
Immediate Lockpick (for those locker rooms)
Stealth during search mode
Cloak & Dagger
Whenever you successfully pick a lock, bag loot or pick up loose loot, gain 20% dodge for 2s.
Throwable knives deal 50% more damage
ACED
While masked up, you're detected 10% slower
Quick Fingers
First successful lockpick jiggle will immediately pick the lock.
Open Vents 25% faster
ACED
You can now automatically open locks by holding [OPEN].
Retriever
Your throwing knives won't break on impact with the environment.
Killing a Cloaker will restore 1 knife
ACED
You can carry 3 more throwing knives
Special enemies take 100% more damage from throwable knives
Bagger
You bag loot 30% faster
ACED
Safe locks you operate turn at maximum speed from the start.
You can go back 2 pins more after passing the correct pin while cracking a safe.
Blade Bouncer
Your throwing knives will ricochet off the environment up to two times. The throwing knife will do extra damage for each bounce.
Your throwing knives do 20% more damage
ACED
The 2nd environmental knife bounce will always ricochet towards a nearby enemy, or back to you to catch
Ear to the Ground
Staying still for 3s will spot security guards or special enemies in 8m radius of you.
Whenever a guard is investigating something, your movement speed 10% higher
ACED
During Search mode your interaction speed is 20% faster
Silent Alarm
Special enemies targeting you are marked when 10m away.
MASTERY ACED
Touching a Laser, Pressure Sensitive Floors or Motion Detectors by you or your teammates causes two nearest Guards to run and investigate instead of causing immediate alarm.
Those Guards will then radio for Search if left on their own.
Notes
Cloak and Dagger hah!
All about getting in silently but being able to deal and even thriving during Search Mode.
MASTERY ACED might save your masked stealth runs
Back Up
Role Focus
Drone Hacking
Messing with enemy communications.
ECM Jammer
Tools
Interesting Changes
Placed ECM can remotely phones and WIFI spots
Replacing Throwables with Tools
Loud INTERCEPTOR use
Helping team with ECM Jammers
ECM jamming Drones in Stealth
Drone Whisperer
You can hack drones for 7s by spending one Runtime, after which that Runtime will be refunded to you.
Stealth drones stop moving and are unable to detect you or your crewmates before returning to normal.
Combat drones will fight on your side, then self-destruct.
You gain one Runtime.
ACED
Scrambled drones work for you twice as long.
Speed Hack
As long an ECM Jammer is active, your hacking attempts, phone searches and QR code interactions are 50% faster and radios of guards you kill are answered instantly.
ACED
ECM activation works 20% longer
Destroying a Drone extends ECM for 10% per drone destroyed
Signal Scan
As long as your ECM Jammer is active:
In Stealth all Cameras and Guards are spotted
In Loud all Special enemies and FBI vechicles are spotted.
ECM Jammer placed on a wi-fi or phone hack circle will continue hacking for you remotely.
ACED
Whenever a radio goes off, your movement speed is 10% higher.
Security radios that go off 20m around you take 100% longer to decay.
You answer radios 20% faster.
Extra Pockets
If you have a tool in your loadout, you start the heist with 50% more tools of that type, rounded up (minimum one additional tool).
ACED
Add one more additional tool, throwable and consumable slot.
Kinetic Short Circuit
As long as your ECM Jammer is active, Guards, First Responders and SWAT will become stunned for 5 seconds whenever you shoot them.
Killing STUNNED Zappers replenishes one ECM Jammer.
ACED
Effect is shared with the whole team and Special enemy actions are disrupted (Cloaker kicks, Zapper zaps, Sniper targeting, Drones) for 2s after the activation allowing teammates to escape.
Cam Distorsion
Cameras within 0.5 meter and Drones within 2.5m of ECM Jammers you own are disabled. This effect starts when the ECM Jammer is placed and lasts until the ECM Jammer is removed or used up. Disabled cameras can’t have runtimes applied which are refunded.
ACED
Doubles the range to 1m for Cameras and 5m for Drones.
Activating an ECM gives PHANTOM to your whole team for 5s
Full Recall
You can interact with placed gadgets you own to put them back in your inventory. Consumable gadgets can only be picked back up if they haven’t been used.
You can use INTERCEPTOR multiple times per heist.
MASTERY ACED
You can equip a second Tool in your Throwable slot
You can use INTERCEPTOR in Loud like a beefed up ECM Jammer
Notes
More skills for fighting radios in stealth and drones in Loud.
More ECM and INTERCEPTOR use in Loud for the team
MASTERY ACED allows for carrying 2 Tools
Role Focus
Camera Hack
Interacting with electronics from a distance
Interesting Changes
Hacking remotely through cameras
Cancelling civilian calls for security
Fighting Cerberus Core
Combat hacking
MicroCameras skills
Remote Viewing
You can hack cameras to gain access to the area's CCTV system. This functions as though you had accessed the heist's security room.
You gain one Runtime.
ACED
You can activate lures from a distance, as long as you have a clear line of sight.
You gain one additional Runtime.
Secure Loop
You can use one Runtime to make the security camera you're controlling loop its footage.
Cameras looping their footage cannot detect you or anything out of the ordinary.
ACED
You can apply Runtime to Cameras affected by Cerberus Protocol for 15s.
Cameras that lose the Secure Loop detect players much slower for the next 5 seconds, giving a chance to stop any illegal actions.
Appliance Breach
While in Stealth, once every 60s you can glitch out a camera you're controlling to lure nearby security to investigate.
This action won't break the camera. (Shares Glitch Protocol cooldown).
ACED
While In Combat, once every 60s you can overcharge a camera or a lure. Shooting overcharged device will cause an electrical explosion that will stun anyone within range.
Ability can be used on multiple times, even on broken devices. (Shares Glitch Protocol cooldown).
Routed Ping
You can spend a Runtime to make the hacked camera automatically spot any guards or law enforcement within its range.
Targets stay spotted for 5 seconds after leaving the camera's view.
ACED
Routed ping can be applied to your MicroCameras
and MicroCameras can make a noise and act as a lure.
Glitch Protocol
You can hack a guard’s radio to cause a disturbance, stopping and distracting them, pausing any action they are doing. You must have a line of sight to the guard to hack them.
The guard is distracted for 5 seconds, after which they will go back to their previous action.
From escorting a player, to patrolling. From detaining a player, into Search mode.
ACED
You can now also cancel civilian calls for Security or Law Enforcement and they'll give up and go back to whatever they've been doing before.
Eyebyte
You can hack remotely through the Cameras with a Runtime applied.
You gain one additional Runtime.
ACED
If Cameras are offline or a Guard is not watching them, you can apply both Secure Loop and Routed Ping to a camera to keep the Cerberus Protocol from resetting them
Destroying or hacking Techie Drones will spot the Techie.
Signal Catch
You can answer radios remotely if you have a line of sight to the Guard's body.
You now hack all devices 25% faster.
MASTERY ACED
You gain one additional Runtime.
Killing a Techie, or disabling cameras, grants 1 Runtime for the rest of the heist
Glitch protocol cooldown is 50% faster.
Notes
Some ability to support and use skills remotely through cameras.
(Chair Guy / Watchdogs. Also nice for people with disabilities if they want to help stealthing along with camera access favor?)
A bit more combat hacking.
Role Focus
Unmasked Actions
Keeping in Stealth and Casing
Uncuffing / Leaving custody
Interesting Changes
Tried to add SOME utility in Loud
Now no longer Anti-Synergy with Transporter skills!
Casing mode "throwables"
Uses for radios while casing
Talking your way out off handcuffs in Casing
Blending In
As long as you are unmasked, if you are within 2 meters of a civilian or employee, you are unnoticed and illegal actions are noticed 50% slower
ACED
Bonus is multiplied the more civilians and employees are around you and now works also when masked.
Walk the Walk
As long as you're unmasked and not sprinting, cameras can't detect you trespassing in private areas. (They will still detect you performing an illegal action.)
ACED
As long as you're unmasked you're noticed 20% slower
Social Engineering
As long as you're unmasked employees will ignore you performing illegal actions.
ACED
Instead of being instantly alerted, cameras and guards will escort you out after seeing you perform an Illegal action for the first time.
Coin Toss
While unmasked you have 3 throwable coins you can sneakingly throw to cause a nearby Guard to come and investigate if they see it. You can pick up the coin if it wasn't picked up by a Guard. (Like a throwing knife).
ACED
Whenever you pick up loose cash, restore 1 coin
Cover Story
Illegal actions will be noticed 10% slower.
ACED
As long as you are unmasked, if you are within 4 meters of a civilian, employee or an unmasked teammate, you are unnoticed and illegal actions are noticed 50% slower.
Act Like You Belong
As long as you're unmasked, civilians ignore all your illegal actions.
ACED
Being seen in secure areas will cause you to be escorted instead of arrested and won't cause a search the first time.
This will consume 1 Radio after you're escorted out.
If no Radios are unavailable, You will be cuffed and search mode will begin.
Slippery
After getting cuffed by a Guard, you can break free by lockpicking the cuffs.
Getting out of cuffs or custody causes your movement speed to be 10% higher for the next 10s
MASTERY ACED
Breaking free of Handcuffs won't cause you to Mask Up.
You can break free of cloaker handcuffs, going back to your usual downed state.
Your Custody timer is 30s shorter (min 10s)
Notes
Whole skill line now works around being unmasked and
helping out teammates with social stealth.
Or saving unmasked stealth runs.
Even more powerful with MASTERY ACED. And short custody. Because you will die in Loud with skills invested here :(
Back Up