22 9 月 2025 - 3:15 下午

PAYDAY 3: Blog Update #45 – New Skill System Preview

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Hello Heisters,

We’ve come out of a warm summer into the cold clutches of autumn and are already hard at work making PAYDAY bigger, better, and more badass. To begin with; happy anniversary PAYDAY 3! We have some events planned for the next few days, so please join us for that!

And we just have to highlight the reception of Delivery Charge; we’re overwhelmed by the positive reception of the heist, thank you! We’ve been talking a lot about improvements, and we’re overjoyed by finally getting the chance to put one of those improvements in front of you. This is the first of many amazing changes coming to the world of heisting, such as…

Skills! We figure it’s high time to start showing off the new skill system, seeing as how it’s currently in testing. Woah, we know — exciting! And we do think it’s exciting, the current system has received a lot of… mixed(?) feedback, making it clear we need to change something.


The new skill system, as you’ll be able to tell, will bring a lot more potential power to the player. Which will require us to rebalance or adjust many other aspects of the game. We’re not quite ready to go into that yet though, so let’s focus on the skills for now.

To begin with, we’re doing away with the Edge/Grit/Rush buff system, it was confusing players early on, and didn’t provide the dynamic gameplay we’d originally hoped for. So gone, poof, dead.


All numbers, descriptions, functionality, costs — basically everything you see in texts and images, is work in progress and may change ahead of launch.


We’re showing you things fairly early in this case, as the big disclaimer said. The release version of this won’t have time to be adjusted all that much. We will build on this feature in the future however, so please give us feedback.

Instead we bring back the classic skill tree, six skill categories with 3 skill trees in each. There will be a lot of skills, 126 (+aced versions) to be exact. Since they are grouped in categories and playstyle, we hope they’ll be easier to get into compared to the old system, despite how many there are.

The trees will be… tree shaped… and have an evolving skill at their start. That base skill will level up based on how many points total you put in the tree total, making it so that investing in one particular tree pays off. Every skill is ace:able, meaning you can select the skill one for the base version, or twice for an additional skill point but with a stronger effect.

Soldier Skill Trees

Ninja Skill Trees

Mechanic Skill Trees

Hacker Skill Trees

Conman Skill Trees

Professional Skill Trees

We’re showing this off mid-testing, so exact skill point costs, and whether or not there will be any cost scaling, is still under heated debate.


Chances are you’ve played a game using a skill tree at some point in your gaming life. What you probably haven’t done a lot though, is going sideways within the skill group — “huh” I hear you ask. Slow your roll, we’ll explain it.

Using the soldier category as an example, it has the Juggernaut, Commando and Grenadier trees covering armor, LMG/assault rifles and frag grenades respectively. If you invest all the way up the Juggernaut tree, you’ll be able to pick any of the Commando or Grenadier skills. The goal of this system is to offer you flexibility, while not trivializing points investments across skill categories too much.

We believe this new system will make it much easier to keep track of what benefits come from what skill points, and you’ll feel a much more noticeable difference when you re-spec. Each build should feel more specialized and capable, giving you a stronger feeling of being good at what you built into.

We believe the new skill system will be much better at allowing you the freedom of creating varied and exciting builds. We know this feature will require adjustments in the future, so don’t be shy with feedback now or when you get your hands on it.


We’ll host a stream on October 2nd where we introduce Jonas, the new PAYDAY General Manager and speak about PAYDAY and the future.. Hope to see you there.

We’re assuming most people stopped reading at the skill table, so let’s just half-ass the outro. Love you, thanks for all the support for Delivery Charge, hope you’re excited for the new skill system and that it scratches that “skill build itch”, if not; let us know.


Skill Description Previews

Soldier Skill Trees

Armor up and shoot 'em up. If that doesn't work, blow 'em up!

JUGGERNAUT

The best offense is a kickass defense.

TIER 4

► BASTION ◄

Normal: Disengage from Zapper and Cloaker stun attacks.
This ability has a 30 second cooldown.

Ace: Automatically deflect the Dozer's Bull Rush attach and face no movement penalty from the Nader's gas cloud.

TIER 3

► BEAST OF BURDEN ◄

Normal: You can carry 2 bags at once. This will incur a movement penalty.

Ace: You no longer suffer a movement penalty while carrying 2 bags.
This will not negate movement penalties from heavy bags.

► ARMORED UP II ◄

Normal: Armor Bags gain 2 additional charges.

Ace: If your loadout contains an Armor Bags at the start of a heist, receive 1 additional Armor Bag.

TIER 2

► HEAD GUARD ◄

Normal: Headshot kills reduce Armor Regeneration time by 0.2 seconds

Ace: Headshot kills now reduce Armor Regeneration time by 0.6 Seconds

► ARMORED UP I ◄

Normal: Armor Bags come with 1 additional charge.

Ace: Armor Bags gain 2 more charges.

TIER 1

► EXTRA PROTECTION ◄

Normal: For every point in this skill line, gain 1% damage reduction to armor chunks.
Total Damage Reduction cannot exceed 80%

Ace: You also get an additional 0.05% damage reduction per skill point for every point of trauma your current armor chunk has.

COMMANDO

Gain proficiency with Assault Rifles and LMGs.

TIER 4

► AMMO FUNNEL ◄

Normal: If you kill an enemy that still has armor intact with an Assault Rifle or LMG, you will automatically receive their ammo drop.

Ace: Ammo gained from this skill goes directly into your Assault Rifle or LMG's magazine.

TIER 3

► BREAKING POINT ◄

Normal: Armor Penetration for Assault Rifles and LMGs increases by 0.05 for each hit that does not penetrate an enemy's armor.
This bonus stacks infinitely and ends once an enemy is killed.

Ace: This Armor Penetration bonus increases to 0.15

► HOLLOW-POINT ROUNDS ◄

Normal: Assault Rifles and LMGs deal 15% more health damage.

Ace: Raise your health damage bonus from Assault Rifles and LMGs to 40%

TIER 2

► FOCUS FIRE ◄

Normal: Each hit with an Assault Rifle or LMG grants a 2% accuracy boost until you reload, swap weapons, or miss a shot.

Ace: This accuracy bonus no longer ends from missing a shot. Instead, the bonus decreases by 2% per shot missed.

► STOCKPILE (Assault) ◄

Normal: Carry 30% more Assault Rifle and LMG reserve ammo.

Ace: Raise your Assault Rifle and LMG ammo bonus to 80%.

TIER 1

► RIFLEMAN ◄

Normal: For every point in this skill line, Assault Rifles and LMGs gain an additional 0.1 Armor Penetration.

Ace: Assault Rifle and LMG reload speed increases by 2.5% for each point in this skill line.
This bonus doubles when reloading an empty magazine.

GRENADIER

Get the most bang out of your Frag Grenades.

TIER 4

► MAD BOMBER ◄

Normal: When your Frag Grenade explodes, it grants a 25% chance to restore 1 Frag Grenade.

Ace: After exploding, your Frag Grenade will break into 2 smaller grenades that each deal 30% of the original grenade's damage.
Smaller grenades have a 10% chance to restore 1 Frag Grenade.

TIER 3

► SCAVENGER ◄

Normal: Ammo pickups offer a 2% chance to restore 1 Throwable.

Ace: The chance to restore a throwable from an ammo pickup raises to 5%.

► SUDDEN IMPACT ◄

Normal: Frag Grenades now explode on impact.

Ace: If a Frag Grenade explodes by colliding with an enemy, it deals an additional 60% damage.

TIER 2

► BURN DAMAGE ◄

Normal: Enemies injured by your Frag Grenades suffer an additional 15% damage from all sources.

Ace: Raise your Frag Grenade damage bonus to 45%.

► STOCKPILE (FRAG GRENADES) ◄

Normal: If your loadout contains Frag Grenades at the start of a heist, receive 1 additional Frag Grenade.

Ace: You now gain 3 additional Frag Grenades at the start of a heist.

TIER 1

► BOMBS AWAY ◄

Normal: For every point in this skill line, Frag Grenades deal 10% more damage.

Ace: The explosion radius of Frag Grenades increases by 0.5m for each point in this skill line.



Ninja Skill Trees

You strike from the shadows, and you always have an exit strategy.

GHOST

Dodge, chop, pick, slide, and...dodge.

TIER 4

► ON THE RUN ◄

Normal: While sprinting or sliding, and for 2 seconds afterward, your Dodge chance increases by 15%.

Ace: Shoot and reload SMGs while sprinting or sliding.

TIER 3

► LOCKSMITH ◄

Normal: It only takes one lockpick jiggle to successfully pick a lock.

Ace: Perform a quick melee on a locked door to unlock it instead of breaking it.
This only works on doors that can be lockpicked.

► UNDER PRESSURE ◄

Normal: Successfully dodging any damage restores 2 points of health.

Ace: When health is at maximum, these points are converted to Adrenaline.

TIER 2

► JUDO CHOP ◄

Normal: Quick melee an unalerted guard to kill them instantly.

Ace: Any guard killed with a Judo Chop must be examined closely by guards or civilians before they realize your victim is dead.

► FLOW STATE ◄

Normal: Taking non-environmental damage increases your Dodge chance by 2.5% until you perform a successful Dodge.

Ace: Raises your Dodge bonus from damaged suffered to 7.5%.

TIER 1

► DODGE THIS ◄

Normal: For every point in this skill line, gain a permanent 2.5% chance to Dodge incoming damage.
Your maximum Dodge chance decreases by 20% for each active armor chunk.

Ace: Standing still for 2 seconds increases your Dodge chance by 2.5% for every point in this skill line

SPECIAL OPS

Gain proficiency with SMGs.

TIER 4

► SMGENIUS ◄

Normal: When you reload an empty magazine from your SMG, gain a buff that increases SMG damage by 5%, for 10 seconds.
This buff can stack up to 10 times, and its duration refreshes when you reload another empty magazine from your SMG.
Once the buff reaches its maximum stacks, it can no longer refresh and will expire after 10 seconds.

Ace: The duration of this SMG damage bonus refreshes whenever you break an enemy's armor layer.
The buff now stacks up to 20 times.

TIER 3

► CRACKED ◄

Normal: When you break an enemy's armor layer with an SMG, that enemy suffers 10% additional damage from all sources.

Ace: The extra damage enemies suffer when you break their armor with an SMG raises to 30%.

► STEADY HANDS ◄

Normal: When you use an SMG to kill an enemy within 6 meters, gain a [BUFF] that increases your SMG's hip fire accuracy by 35%.
Every time you kill an enemy with an SMG from farther than 6 meters, gain a [BUFF] that increases your ADS accuracy with SMGs by 35%.
Each buff lasts for 4 seconds.

Ace: Killing an enemy with an SMG increases both hipfire and ADS accuracy, regardless of distance.
The duration of these buffs increases to 6 seconds.

TIER 2

► MULTITASKER ◄

Normal: When you break an enemy's armor layer with an SMG, that enemy becomes heavily staggered.

Ace: Perform a quick melee on an enemy while wielding an SMG to reload it instantly.
This skill has a cooldown of 10 seconds.

► STOCKPILE (SMG) ◄

Normal: Carry 30% more SMG reserve ammo.

Ace: Raise your SMG ammo bonus to 80%.

TIER 1

► SMG ADEPT ◄

Normal: For every point in this skill line, SMGs deal 2.5% additional damage to enemy armor.

Ace: For every point in this skill line, SMG recoil reduces by 2.5%.

FOG MACHINE

Care for a Smoke Grenade?

TIER 4

► ESCAPE ARTIST ◄

Normal: If you become downed with any Smoke Grenades in your possession, deploy a Smoke Grenade instead and gain a fixed 100% chance to Dodge for 6 seconds.
Once this ability activates, it will refresh after a 120 second cooldown. This event still costs you 1 down.
No other modifiers will affect this chance to Dodge, and it does not apply to fall damage or getting stunned by a Zapper.

Ace: While this ability is active, any headshot damage you inflict while standing in a Smoke Grenade's cloud increases by 4444%.

TIER 3

► POISONOUS GAS ◄

Normal: Enemies suffer 10 points of health damage per second while standing in your Smoke Grenade cloud.
This does not affect Dozers and Naders.

Ace: The damage from your smoke clouds increases to 25 health points per second.

► SMOKESCREEN ◄

Normal: If you have any chance to Dodge, it doubles while you are standing in a Smoke Grenade's cloud.
If you have no chance to Dodge, you instead gain 25% Dodge.

Ace: Your Smoke Grenade clouds apply this Dodge bonus to all crew members.
Multiple instances of this skill do not stack.

TIER 2

► BRAIN FOG ◄

Normal: Enemies affected by your Smoke Grenade deal 20% less damage while caught in its cloud.
This effect will continue for 5 seconds after they escape the smoke.

Ace: This damage penalty increases to 60%.

► STOCKPILE (SMOKE GRENADES) ◄

Normal: If your loadout contains Smoke Grenades at the start of a heist, receive 1 additional Smoke Grenade.

Ace: You now gain 3 additional Smoke Grenades at the start of a heist.

TIER 1

► HEAVY SMOKER ◄

Normal: For every point in this skill line, the range of Smoke Grenades increases by 5%.

Ace: The duration of Smoke Grenades increases by 7.5% for every point in this skill line.



Mechanic Skill Trees

You make the best killing machines, because it takes one to know one.

ENGINEER

Embrace the robot apocalypse.

TIER 4

► MACHINE WAR ◄

Normal: When a Sentry Turret kills an enemy, its damage increases by 3%.
This bonus ends if your turret overheats or is removed from the field.

Ace: The Sentry Turret's damage bonus increases to 5% and applies to all other turrets in your network.
This group bonus no longer ends if you pick up a turret, and any case of overheating only reduces the bonus by 20%.

TIER 3

► SHIELDS UP ◄

Normal: Sentry Turrets suffer 20% less heat buildup from enemy attacks and interference.

Ace: The reduction to your Sentry Turret's heat buildup increases to 50%.

► SENTRY SQUAD ◄

Normal: You can now deploy an additional Sentry Turret.

Ace: You can deploy two additional Sentry Turrets, but all turrets build up heat 100% faster.

TIER 2

► ARTIFICIAL ALLY ◄

Normal: Your crew receives 10% more ammo from ammo pickups while standing within 2 meters of your Sentry Turret.

Ace: Sentry Turrets can now rotate a full 360 degrees.

► REPAIR JOB ◄

Normal: Perform a quick melee on your Sentry Turret to reduce its heat buildup by 5%.

Ace: Your quick melee now reduces the Sentry Turret's heat buildup by 25%.
Zap your turret with a Shock Grenade to cool it down completely.

TIER 1

► SENTRY OPERATOR ◄

Normal: Gain access to the Sentry Turret.
Turrets build up heat during combat, and will shut down if overheated. Pick up your turret to cool it off. The Sentry Turret's heat limit increases by 10% for each point in this skill line.

Ace: The Sentry Turret's Armor Penetration raises by 0.1 for each point in this skill line.

SHOTGUNNER

Gain proficiency with Shotguns.

TIER 4

► BERSERKER ◄

Normal: While reloading a Shotgun, and for 1 second afterward, you take 50% less damage from enemies within 5 meters.

Ace: Reload and fire Shotguns while sprinting.

TIER 3

► SPEEDLOADER ◄

Normal: For each Shotgun pellet that hits an enemy, your next Shotgun reload is 1% faster, up to a maximum of 70%.

Ace: Increase your reload bonus from Shotgun hits to 2.5%.

► ANNIHILATION ◄

Normal: Shotguns deal 4% more damage for each pellet that hits the same target.

Ace: Increase your Shotgun's damage bonus from repeated hits to 10%.

TIER 2

► POINT BLANK ◄

Normal: Shotguns deal 20% additional damage to enemies within 3 meters.

Ace: Raise your Shotgun's close-range damage bonus to 60%.

► STOCKPILE (SHOTGUN) ◄

Normal: Carry 30% more Shotgun reserve ammo.

Ace: Raise your Shotgun ammo bonus to 80%.

TIER 1

► CALLING SHOTGUN ◄

Normal: For each point in this skill line, Shotgun pellets receive a 2.5% reduction to damage falloff.

Ace: For each point in this skill line, the spread of Shotgun pellets reduces by 2.5% while in ADS.

ELECTRICIAN

Have you heard the buzz about Shock Grenades?

TIER 4

► HIGHLY CONDUCTIVE ◄

Normal: Each time a Shock Grenade pulse hits an enemy, they lose 1 layer of armor for as long as they are stunned.
The enemy regains these layers once the stun wears off.

Ace: Enemies killed while affected by your Shock Grenade will emit an electric pulse.
This new pulse benefits from all other Electrician skills, but only enemies impacted from an actual Shock Grenade will emit additional pulses.

TIER 3

► ELECTRIC TENDERIZER ◄

Normal: For each time a Shock Grenade pulse hits the same enemy, that enemy will take 10% additional damage from all sources.

Ace: The damage bonus Shock Grenades inflict on enemies increases to 25%.

► RENEWABLE ENERGY ◄

Normal: Shock Grenades now pulse 2 additional times before expiring.

Ace: Destroying a Zapper's battery or landmine restores 1 Shock Grenade.

TIER 2

► STUNNED ◄

Normal: The stun duration from Shock Grenades increases by 25%.

Ace: Raise the duration of Shock Grenade stuns to 75%.

► STOCKPILE (SHOCK GRENADES) ◄

Normal: If your loadout contains Shock Grenades at the start of a heist, receive 1 additional Shock Grenade.

Ace: You now gain 3 additional Shock Grenades at the start of a heist.

TIER 1

► SHOCK FACTOR ◄

Normal: For each point in this skill line, the blast radius of Shock Grenades increases by 6%.

Ace: For each point in this skill line, the electricity from Shock Grenades bounces one additional time.



Hacker Skill Trees

Awareness is control. You can see them, but they'll never see you coming.

BLACK HAT

Turn their cybersecurity into a cyberthreat.

TIER 4

► ELECTRICAL INTERFERENCE ◄

Normal: While your ECM Jammer is active, enemies become stunned for 5 seconds after anyone in your crew shoots them.
This does not apply to Dozers.

Ace: When you destroy a Zapper’s battery, regain one ECM Jammer.

TIER 3

► RADIO STAR ◄

Normal: Hack a guard’s radio to cause a distraction. The distracted guard will pause any action for 5 seconds.
When the disturbance passes, the guard will return to their previous business. If the guard was escorting a heister, they will go back on patrol. If the guard was about to detain a heister, they will go into Search mode instead.
You must keep a line of sight on the guard to hack their radio. This ability has a cooldown of 60 seconds.

Ace: Radio hacks will distract a guard for 10 seconds.

► HIGH MARKS ◄

Normal: Take 4% less damage for each marked enemy within 10 meters, up to a cap of 40%.

Ace: Your damage reduction from marked enemies now extends to your entire crew.
Multiple instances of this skill do not stack.

TIER 2

► PLAYBACK ◄

Normal: Spend one Runtime to make a hacked security camera loop its footage. Looping cameras cannot detect your crew.
If a hacked camera is destroyed, the Runtime you spent will be refunded.

Ace: Spend one Runtime to make a hacked camera automatically mark all guards or law enforcement within range.
Targets stay marked for 5 seconds after leaving the camera's field of view.

► PUMP THE JAM ◄

Normal: Active ECM Jammers mark cameras, FBI vans, and all Special-type enemies for your crew.

Ace: If your loadout contains ECM Jammers at the start of a heist, receive 1 additional ECM Jammer.

TIER 1

► SECURITY EXPERT ◄

Normal: Hack cameras to view their CCTV network.
You also gain one Runtime. For every two points in this skill line beyond the first, receive 1 additional Runtime.
Runtimes are required to power certain Black Hat operations.

Ace: Hack drones by spending one Runtime.
Stealth drones stop moving and go blind for 7 seconds, then continue working as normal. Combat drones become indestructible and fight on your side for 7 seconds, then self-destruct.
Once a hack wears off, the Runtime you spent will be refunded.

HITMAN

Gain proficiency with Handguns.

TIER 4

► BOUNTY HUNTER ◄

Normal: Whenever you kill a marked special enemy with a Handgun, receive a bounty.
Zapper: Restore one tool.
Nader: Restore one throwable.
Cloaker: Heal for 20% of your maximum health.
Techie: Restore one broken armor chunk.
Dozer: Restore one down.

Ace: Bounties from killing marked special enemies are doubled.

TIER 3

► SPATIAL AWARENESS ◄

Normal: Killing a marked enemy with a Handgun will ping the nearest unmarked target within 10 meters.

Ace: If you have one armor chunk or less, killing a marked enemy with a Handgun will heal you for 5 health, or 30 health if you are below 75% of your maximum health.
If you are already at max health, you will receive Adrenaline.

► CHEAP TRICK ◄

Normal: While you are holding a human shield and wielding a Handgun, take 40% less damage.

Ace: Shooting stunned enemies with a Handgun deals double damage.

TIER 2

► QUICK DRAW ◄

Normal: While swapping to and from a Handgun, your weapon swap speed increases by 20%. Your ADS speed with Handguns increases by 20%.

Ace: Your weapon swapping and ADS bonuses with Handguns increase to 70%.

► STOCKPILE (HANDGUN)◄

Normal: Carry 30% more Handgun reserve ammo.

Ace: Raise your Handgun ammo bonus to 80%.

TIER 1

► PISTOLEER ◄

Normal: For each point in this skill line, Handguns deal 2.5% more damage to unmarked targets, or 10% more damage to marked targets.

Ace: For each point in this skill line, Handguns receive an accuracy bonus of 5%.

FLASHPOINT

Razzle dazzle 'em with your Flashbang Grenades.

TIER 4

► SUNBURN ◄

Normal: Enemies affected by your Flashbang Grenades take 15% more damage for each point in this skill line.
If multiple heisters apply this skill to a single enemy, only the highest value will count.

Ace: Enemies affected by your Flashbang Grenades will lose half their armor layers.
This effect can only happen once per enemy.

TIER 3

► SPOTLIGHT ◄

Normal: Enemies caught by your Flashbang Grenades are marked for the entire crew.

Ace: If you kill a marked enemy while they are stunned by your Flashbang Grenade, they will drop an additional ammo box.

► HYPERSENSITIVE ◄

Normal: If your Flashbang Grenade hits an enemy before colliding with an object or surface, it will detonate on impact.

Ace: If your Flashbang Grenade detonates on impact with an enemy, the Flashbang's stun duration will last twice as long.

TIER 2

► FLASH MOB ◄

Normal: Flashbang Grenades are silent, making them undetectable to anyone outside the flash radius.

Ace: Civilians caught by your Flashbang Grenades cannot flee or receive help from Hostage Rescue for 120 seconds.

► STOCKPILE (FLASHBANGS) ◄

Normal: If your loadout contains Flashbang Grenades at the start of a heist, receive 1 additional Flashbang Grenade.

Ace: You now gain 3 additional Flashbang Grenades at the start of a heist.

TIER 1

► SHINE ON ◄

Normal: For each point in this skill line, the stun duration of Flashbang Grenades increases by 10%.

Ace: The range of Flashbang Grenades increases by 7.5% for every point in this skill line.



Conman Skill Trees

The best grifters are the ones who can work out in the open.

IMPOSTER

Be the last person anyone would suspect.

TIER 4

► SEEING RED ◄

Normal: While you have Adrenaline, gain a 2% damage bonus for each point added to this skill line.

Ace: Your Adrenaline damage bonus increases by 3%.

TIER 3

► STRONG-ARMED ◄

Normal: You can use throwables while unmasked.
This is considered an illegal action.

Ace: Reduce the movement penalty from carrying heavy bags and items.

► HALL PASS ◄

Normal: While you are unmasked, cameras will not detect you performing illegal actions.

Ace: Employees will not detect you performing illegal actions while you are unmasked.

TIER 2

► THRILL SEEKER ◄

Normal: While you are unmasked, your Adrenaline no longer decreases.

Ace: If you are unmasked and have Adrenaline, you will move faster.

► PLAIN SIGHT ◄

Normal: Cameras detect you slower in Private areas while unmasked.

Ace: Employees detect you slower in Secure areas while unmasked.

TIER 1

► ADRENALINE JUNKIE ◄

Normal: For every point in this skill line, all Adrenaline you gain increases by 5%.

Ace: If you have no Adrenaline while at full health, walking unmasked within 1 meter of a civilian will give you 10 Adrenaline.

PILL PUSHER

A healthy crew is a happy crew.

TIER 4

► HEALTH GURU ◄

Normal: Your Medic Bags now heal 100% of a heister's maximum health.

Ace: Whenever you deploy a Medic Bag, you and all crewmates within 5 meters of the bag return to full health.
This effect will revive any downed heisters within range.

TIER 3

► PAIN TOLERANCE ◄

Normal: Any damage inflicted on your Adrenaline is reduced by 10% for each down you have suffered.
You also gain 25 Adrenaline when you steal loose cash, perform a takedown, kill an enemy with a Throwing Knife, revive a crewmate, or when a crewmate uses your Medic Bag.
You must be at full health to gain Adrenaline.

Ace: This skill counts half the points in the Pill Pusher line towards your number of downs.

► SCAR TISSUE ◄

Normal: Your maximum health increases by 20 for each down you suffer.

Ace: Increase your maximum health bonus for each down by 30.

TIER 2

► FIELD MEDIC I ◄

Normal: Your Medic Bag comes with 1 additional charge.

Ace: Your Medic Bag gains 2 more charges.

► FIELD MEDIC II ◄

Normal: Your Medic Bag comes with 1 additional charge.

Ace: If your loadout contains a Medic Bag at the start of a heist, receive one additional Medic Bag.

TIER 1

► DOCTOR's ORDERS ◄

Normal: For every point in this skill line, revive crewmates 5% faster.

Ace: When you revive a crewmate, both of you are immune to damage for a finite period: 0.4 seconds for every point in this skill line.

CUTTHROAT

Guns are cool, but Throwing Knives are cooler.

TIER 4

► HIDDEN BLADE ◄

Normal: If you have at least one Throwing Knife, performing a quick melee on any enemy will spend the knife to instantly kill your target.
This does not apply to Dozers. Throwing Knives used this way cannot be retrieved.

Ace: If you are out of Throwing Knives, you may still quick-kill enemies after a 30 second cooldown.

TIER 3

► PRISON SHIV ◄

Normal: Every 5 ammo boxes you pick up will restore one Throwing Knife, but you can no longer get knives from Ammo Bags.

Ace: It only takes 3 ammo boxes to build a Throwing Knife.

► FAN THROW ◄

Normal: Hurl 2 Throwing Knives at once in a deadly arc.
This maneuver costs 2 Throwing Knives.

Ace: The number of Throwing Knives you can toss at once, and the cost of this maneuver, increases to 3.

TIER 2

► LACERATION ◄

Normal: Throwing Knives cause Bleeding on targets.
Over a duration of 8 seconds, Bleeding enemies will suffer twice the damage of a Throwing Knife directly to their health.

Ace: The time it takes for an enemy to suffer their full Bleeding damage shortens to 3 seconds.

► DEEP WOUNDS ◄

Normal: Throwing Knives deal 20% more damage.

Ace: Increase your Throwing Knife damage bonus to 60%.

TIER 1

► KNIFE EXPERT ◄

Normal: If your loadout contains Throwing Knives at the start of a heist, receive one additional knife for each point in this skill line.

Ace: For each point in this skill line, Throwing Knives will penetrate 1 enemy and hit whatever is behind them.



Professional Skill Trees

You know how to command a room, but you prefer to work from a distance.

PUPPET MASTER

Manipulate the masses.

TIER 4

► INSURANCE PLAN ◄

Normal: Your crew gains a 3% damage reduction for every tied hostage within 15 meters, capping at 25%.
Multiple instances of this skill will not stack.

Ace: Your damage reduction from tied hostages increases to 5%. The cap raises to 50%.

TIER 3

► HUMAN RESOURCES ◄

Normal: For every 60 hostages you trade, you gain one deployable bag from your current loadout.
This does not include Sentry Turrets.

Ace: For every 30 hostages you trade, you gain one deployable bag from your current loadout.
This does not include Sentry Turrets.

► SCARE TACTICS ◄

Normal: Shout at nearby guards, SWAT or Heavy SWAT and force them to surrender.
If the enemy stays in your sights, they will go down on their knees and drop their weapon. Dealing damage or looking away will cancel their surrender.
Once taken hostage, the SWAT obeys all the rules of a civilian. You cannot have more than one SWAT hostage at a time.

Ace: Command up to 3 SWAT hostages at a time.

TIER 2

► MAGNETIC CHARM ◄

Normal: Every guard, employee or law enforcement you trade counts as 1 additional hostage.

Ace: Command up to 5 hostages to follow you at once.

► CONSUMERISM ◄

Normal: Increase your consumable capacity by 1.

Ace: Raise your consumable capacity bonus to 3.

TIER 1

► TRADE BROKER ◄

Normal: Each hostage you trade counts as 1 additional hostage.
For every two points in this skill line beyond the first, that count increases by 1.

Ace: For every point in this skill line, tie and trade hostages 5% faster.

LONGSHOT

Gain proficiency with Sniper and Marksman rifles.

TIER 4

► RICOCHET ◄

Normal: When you land a headshot with a Sniper or Marksman rifle, all enemies within 2 meter of the target take 25% of the original shot's damage.
This effect will not penetrate armor.

Ace: Enemies within range of the ricochet now take 100% of the original shot's damage.

TIER 3

► ARMOR-PIERCING ◄

Normal: If you land a headshot with a Sniper or Marksman rifle that breaks an enemy's armor layer, it will remove one additional layer.

Ace: While aiming down sights with a Sniper or Marksman rifle, your shots will penetrate through 1 additional target.

► RETURN POLICY ◄

Normal: When you land a headshot with a Sniper or Marksman rifle, one bullet will return to your magazine.
This ability has a 6 second cooldown.

Ace: The cooldown for regaining a bullet reduces to 3 seconds.

TIER 2

► STOCKPILE (SNIPER) ◄

Normal: Carry 30% more Sniper and Marksman reserve ammo.

Ace: Raise your Sniper ammo bonus to 80%.

► SKULL TRAUMA ◄

Normal: Headshots with Sniper and Marksman rifles deal 15% more damage.

Ace: Increase the reload speed of Sniper and Marksman rifles by 20%.

TIER 1

► HEAD GAMES ◄

Normal: For every point in this skill line, your headshot multiplier with Sniper and Marksman rifles increases by 1.

Ace: For each headshot you land with a Sniper or Marksman rifle, your next shot will deal 10% more damage.
Missing a shot reduces the total bonus by 10%.

AMMO SPECIALIST

You can never have too many bullets.

TIER 4

► PREMIUM BAG ◄

Normal: When you deploy an Ammo Bag, all heisters within 5 meters regain 2 throwables.

Ace: Once a heister interacts with your Ammo Bag, they gain 0.8 Armor Penetration on their primary and secondary weapons for 12 seconds.

TIER 3

► UTILITY BELT ◄

Normal: Carry 2 additional throwables.

Ace: Increase your additional throwables to 5.

► BULLET FRENZY ◄

Normal: Once a heister interacts with your Ammo Bag, they deal 20% more damage with primary and secondary weapons, as well as throwables, for 12 seconds.

Ace: Raise the damage bonus from your Ammo Bags to 50%.

TIER 2

► AMMO UP I ◄

Normal: Ammo Bags come with 1 additional charge.

Ace: Ammo Bags gain 2 more charges.

► AMMO UP II ◄

Normal: The Ammo Bag comes with 1 additional charges.

Ace: If your loadout contains an Ammo Bag at the start of a heist, receive one additional Ammo Bag.

TIER 1

► MUNITIONS EXPERT ◄

Normal: For every point in this skill line, your Ammo Bags restore 5% additional ammo to all heisters.

Ace: Your Ammo Bags restore 1 additional throwable for every two points in this skill line.

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