The Risk Level, also called Difficulty Settings or Difficulties, can generally be adjusted by selecting one of several available modes, with each difficulty being progressively harder than the last one but also award more money and experience.
In PAYDAY: The Heist, only a few heists are playable on Easy. In PAYDAY 2, the only heists difficulty-restricted are the Tutorial Heists, only allowing for the Normal difficulty. Higher difficulty heists cost more offshore money to buy than standard ones at the contract broker, and Death Wish/Death Sentence can only be selected by hosts with a reputation level of 80 or higher.
General[]
Choosing one of the many preset difficulty levels alters certain aspects of a heist's gameplay, with the most observable change being the enemy AI behavior improvements, spawn rate and number of hostiles engaging the crew at once.
The difficulty levels in order of increasing challenge are:
Changes and Differences[]
Enemies[]
As difficulty increases, the amount of enemies in police Assault Waves, the frequency of enemy spawn, their accuracy and damage will also increase. From some of the difficulties onward, stronger enemy types will replace weaker enemy types and become the standard spawn. The contract prices and the price of Assets (including Pre-Planning Assets) will also increase. (Note however, excluding Mayhem and above, the stealth portion of most heists in PAYDAY 2 will have very little changes as difficulty increases.)
Heist Objectives[]
In both games, unique map changes or events can either happen exclusively on the hardest settings (Overkill 145+ or Mayhem and above) or may occur at lower difficulties at much lower frequencies. These changes can range from subtle ones such as removal of passageways (Watchdogs Day 1), to special map-specific spawns (the Big Diamond in Diamond Heist and Room 145 in Panic Room) or even rather drastic game-changing degrees like the increased chances of hack or equipment failure/success (Diamond Heist).
Rewards[]
The value of loot and contract payouts (both EXP and cash) will both increase as the difficulty increases, making a more difficult heist much more profitable than easier heists. In addition to payments, the total amount of Gage Packages will gradually increase, providing a minimal boost to total experience obtained.
Others[]
Beating a heist on certain difficulties under specific circumstances, often on Hard and above (PAYDAY: The Heist) or Overkill and above (PAYDAY 2), may sometimes yield an achievement, with the completion of any given level on Overkill 145+ or Mayhem and above always granting one.
On PAYDAY: The Heist, of the five preset modes, the fifth difficulty level in both games could be considered a "Special" difficulty, with unique mechanics exclusive to the setting. Both requires the player to be at a certain character level before hosting. On PAYDAY 2, however, this is no longer the case, and anyone can join any heist in progress regardless of mission difficulty and player reputation if the host did not set lobby requirements.
Common changes include;
- Regular security cameras on most maps will be replaced with Titan-class versions, an indestructible variant of the normal camera. Apart from their invulnerability, they do not function any differently from normal cameras and remain vulnerable to camera loops from the nimble skill.
- They do not appear on the GO Bank heist regardless of difficulty.
- All regular safes may be replaced with Titan safes that take longer to drill, and cannot be blown open with shaped charges or lockpicked.
- Increased minimum heist completion requirements.
- Increased number of patrolling enemies.
Difficulties and Modifiers[]
In PAYDAY: The Heist, the last difficulty is Overkill 145+, available to players with Reputation level 145 and above.
Easy[]
"Easy difficulty is for new players."
Easy is as its name implies, the simplest difficulty setting possible for the game. It offers a relatively challenge-free form of gameplay that is suitable for players who are new to the game, or FPS in general.
Only First World Bank and Heat Street are available in this mode.
Normal[]
"Normal difficulty is for most players."
Normal is the second easiest difficulty in PAYDAY: The Heist. This is best suited for players (still) new to the game, but have experience in FPS games.
Blue SWATs are the standard enemy spawns on this difficulty.
Hard[]
"Hard difficulty is for the real hardcore players."
Hard is the intermediary difficulty in PAYDAY: The Heist, being the most balanced of the five and is suitable for newer players who have just mastered the lower modes.
From Hard onwards, Heavy SWAT will replace the Blue SWAT as the standard enemy spawn. Blue SWATs are usually only seen around the start of a heist.
Overkill[]
"Overkill difficulty is for the insane hardcore players."
Overkill is the second hardest difficulty in PAYDAY: The Heist. Recommended for players who are comfortable with the game and have learnt all the heist's maps.
Overkill 145+[]
"For you, action is the juice."
Overkill 145+ is a PAYDAY: The Heist-exclusive difficulty and the most difficult difficulty in that game.
In addition, individual heists will have Overkill 145+ exclusive changes that will make them even harder to complete.
Normal[]
Recommended for newcomers to the first person shooter genre, around reputation levels 0 to 15.
Normal Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
The Sniper is a special enemy equipped with a modified Gewehr 3 that tends to appear on rooftops, windows, or anywhere with a good vantage point, capable of greatly damaging or destroying the armor from the player, making it vulnerable to nearby enemy units or a follow up lethal shot. |
True | 40 | x2.0 | n/a | Varies |
Shield
The Shield is a special enemy that provides cover to his fellow comrades and/or obstructs the heister's path. |
True | 80 | x2.0 | n/a | 2 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
False | 300 | x2.0 | n/a | 1 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
False | 300 | x2.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
False | 600 | x6.0 | n/a | 0 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
False | 2,000 | x5.0 | n/a | 1A |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
False | 2,000 | x5.0 | n/a | 1A |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
False | 2,000 | x5.0 | n/a | 1A |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 2,000 | x5.0 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
False | 2,000 | x5.0 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 80 | x2.0 | n/a | n/a |
Heavy Units
|
True | 160 | x2.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 500 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 500 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 1,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 1,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 3,500 | x2.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
False (?) | 37,100 | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 2,000 | x1.0 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
False (?) | 3,000 | x5.0 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
False (?) | 1,500 | x5.0 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
False (?) | 1,000 | x6.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 160 | x2.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x1.0, base value. |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x1.0, base value. |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x1.0, base value. |
Miscellaneous | |
---|---|
Name | Information |
Enemy Team | Enemies will spawn as the SWAT Team variant. |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Hard []
Recommended for newcomers, around reputation levels 15 to 30.
Hard Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
The Sniper is a special enemy equipped with a modified Gewehr 3 that tends to appear on rooftops, windows, or anywhere with a good vantage point, capable of greatly damaging or destroying the armor from the player, making it vulnerable to nearby enemy units or a follow up lethal shot. |
True | 40 | x2.0 | n/a | Varies |
Shield
The Shield is a special enemy that provides cover to his fellow comrades and/or obstructs the heister's path. |
True | 80 | x2.0 | n/a | 4 ˄2 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 300 | x2.0 | n/a | 2 ˄1 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
False | 300 | x2.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
False | 600 | x6.0 | n/a | 0 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
False | 2,000 | x5.0 | n/a | 2A ˄1 |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
False | 2,000 | x5.0 | n/a | 2A ˄2 |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
False | 2,000 | x5.0 | n/a | 2A ˄2 |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 2,000 | x5.0 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
False | 2,000 | x5.0 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 80 | x2.0 | n/a | n/a |
Heavy Units
|
True | 160 | x2.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 1,000 ˄500 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 1,000 ˄500 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 1,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 1,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 3,500 | x2.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
False (?) | 37,100 | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 2,000 | x1.0 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
False (?) | 3,000 | x5.0 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
False (?) | 1,500 | x5.0 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
False (?) | 1,000 | x6.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 160 | x2.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x3.0, increased by ˄1.0 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x2.0, increased by ˄1.0 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x2.0, increased by ˄1.0 |
Miscellaneous | |
---|---|
Name | Information |
Enemy Team | FBI Shields may occasionally spawn on outdated scripted spawn sequences. |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Very Hard []
Recommended for players still getting the grasp of PAYDAY 2 mechanics, around reputation levels 30 to 45.
Very Hard Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
Despite there being an FBI variant of the Sniper, the SWAT variant is used more often, regardless of difficulty. Other than visual, there are no gameplay differences. |
True | 80 ˄80 | x4.0 ˄2.0 | n/a | Varies |
Shield
The Shield is a special enemy equipped with the standard CMP Submachine Gun, providing cover to his fellow comrades and/or obstructs the heister's path. |
True | 160 ˄80 | x4.0 ˄2.0 | n/a | 4 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 600 ˄300 | x4.0 ˄2.0 | n/a | 2 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
False | 600 ˄300 | x4.0 ˄2.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
True | 1,200 ˄600 | x12.0 ˄6.0 | n/a | 2 ˄2 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
True | 4,000 ˄2,000 | x10.0 ˄5.0 | n/a | 2A |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
False | 4,000 ˄2,000 | x10.0 ˄5.0 | n/a | 2A |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
False | 4,000 ˄2,000 | x10.0 ˄5.0 | n/a | 2A |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 4,000 ˄2,000 | x10.0 ˄5.0 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
False | 4,000 ˄2,000 | x10.0 ˄5.0 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 160 ˄80 | x4.0 ˄2.0 | n/a | n/a |
Heavy Units
|
True | 320 ˄160 | x4.0 ˄2.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 3,000 ˄2,000 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 3,000 ˄2,000 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 3,000 ˄2,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 3,000 ˄2,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 7,000 ˄3,500 | x4.0 ˄2.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
True (?) | 134K ˄96,9K | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 4,000 ˄2,000 | x2.0 ˄1.0 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
True (?) | 3,000 | x10.0 ˄5.0 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
True (?) | 1,500 | x10.0 ˄5.0 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
False (?) | 2,000 ˄1,000 | x12.0 ˄6.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 320 ˄160 | x4.0 ˄2.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x6.0, increased by ˄3.0 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x2.6, increased by ˄0.6 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x5.0, increased by ˄3.0 |
Miscellaneous | |
---|---|
Name | Information |
Enemy Team | Enemies will spawn as the FBI Team variant. |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Overkill []
Recommended for the average player, around reputation levels 45 to 60.
Overkill Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
Despite there being an FBI variant of the Sniper, the SWAT variant is used more often, regardless of difficulty. Other than visual, there are no gameplay differences. |
True | 120 ˄40 | x6.0 ˄2.0 | n/a | Varies |
Shield
The Shield is a special enemy equipped with the standard CMP Submachine Gun, providing cover to his fellow comrades and/or obstructs the heister's path. |
True | 240 ˄80 | x6.0 ˄2.0 | n/a | 4 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 900 ˄300 | x6.0 ˄2.0 | n/a | 2 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
True | 900 ˄300 | x6.0 ˄2.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
True | 1,800 ˄600 | x18.0 ˄6.0 | n/a | 2 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
True | 6,000 ˄2,000 | x15.0 ˄5.0 | n/a | 2A |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
True | 6,000 ˄2,000 | x15.0 ˄5.0 | n/a | 2A |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
False | 6,000 ˄2,000 | x15.0 ˄5.0 | n/a | 2A |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 6,000 ˄2,000 | x15.0 ˄5.0 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
False | 6,000 ˄2,000 | x15.0 ˄5.0 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 240 ˄80 | x6.0 ˄2.0 | n/a | n/a |
Heavy Units
|
True | 480 ˄160 | x6.0 ˄2.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 6,000 ˄3,000 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 6,000 ˄2,000 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 18,000 ˄15,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 6,000 ˄3,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 10,500 ˄3,500 | x6.0 ˄2.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
True (?) | 265K ˄131K | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 6,000 ˄2,000 | x3.0 ˄1.0 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
True (?) | 6,000 ˄3,000 | x15.0 ˄5.0 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
True (?) | 3,000 ˄1,500 | x15.0 ˄5.0 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
True (?) | 3,000 ˄1,000 | x18.0 ˄6.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
True (?) | 480 ˄160 | x6.0 ˄2.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x10.0, increased by ˄5.0 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x4.2, increased by ˄0.6 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x10.0, increased by ˄5.0 |
Miscellaneous | |
---|---|
Name | Information |
Gamemode | Crime Spree and Holdout are set on the Overkill difficulty. |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Mayhem []
Recommended for above average players willing to increase the difficulty, around reputation levels 60 to 75.
Mayhem Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
Despite there being an FBI variant of the Sniper, the SWAT variant is used more often, regardless of difficulty. Other than visual, there are no gameplay differences. |
True | 240 ˄120 | x4.0 ˅2.0 | n/a | Varies |
Shield
The Shield is a special enemy equipped with the standard CMP Submachine Gun, providing cover to his fellow comrades and/or obstructs the heister's path. |
True | 480 ˄240 | x4.0 ˅2.0 | n/a | 4 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 1,800 ˄900 | x4.0 ˅2.0 | n/a | 3 ˄1 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
True | 1,800 ˄900 | x4.0 ˅2.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
True | 3,600 ˄1,800 | x12.0 ˅6.0 | n/a | 2 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
True | 12,000 ˄6,000 | x10.0 ˅5.0 | n/a | 2A |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
True | 12,000 ˄6,000 | x10.0 ˅5.0 | n/a | 2A |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
True | 12,000 ˄6,000 | x10.0 ˅5.0 | n/a | 2A |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 12,000 ˄6,000 | x10.0 ˅5.0 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
False | 12,000 ˄6,000 | x10.0 ˅5.0 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 480 ˄240 | x4.0 ˅2.0 | n/a | n/a |
Heavy Units
|
True | 960 ˄480 | x4.0 ˅2.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 9,000 ˄3,000 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 9,000 ˄3,000 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 30,000 ˄12,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 9,000 ˄3,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 21,000 ˄10,500 | x4.0 ˅2.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
True (?) | 421K ˄156K | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 12,000 ˄6,000 | x2.0 ˅1.0 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
True (?) | 8,000 ˄2,000 | x10.0 ˅5.0 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
True (?) | 4,000 ˄1,000 | x10.0 ˅5.0 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
True (?) | 6,000 ˄3,000 | x12.0 ˅6.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 960 ˄480 | x4.0 ˅2.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x11.5, increased by ˄1.5 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x7.2, increased by ˄3.0 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x13.0, increased by ˄3.0 |
Miscellaneous | |
---|---|
Name | Information |
Enemy Team | Enemies will spawn as the GenSec Industries variant. |
Enemy Team | Some Bulldozer spawn sequences will now spawn a Skulldozer. |
Gameplay | Most heists will now be more difficult when playing stealth. |
Gameplay | On Mayhem and above, i-frames are decreased from 0.45s to 0.35s. |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Death Wish []
Recommended for experienced players, around reputation levels 75 to 100.
Death Wish Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
Despite there being an FBI variant of the Sniper, the SWAT variant is used more often, regardless of difficulty. Other than visual, there are no gameplay differences. |
True | 240 | x3.0 ˅1.0 | n/a | Varies |
Shield
The Shield is a special enemy equipped with the standard CMP Submachine Gun, providing cover to his fellow comrades and/or obstructs the heister's path. |
True | 480 | x3.0 ˅1.0 | n/a | 4 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 1,800 | x3.0 ˅1.0 | n/a | 3 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
True | 1,800 | x3.0 ˅1.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
True | 3,600 | x9.0 ˅3.0 | n/a | 2 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. |
True | 12,000 | x7.5 ˅2.5 | n/a | 2A |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
True | 12,000 | x7.5 ˅2.5 | n/a | 2A |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
True | 12,000 | x7.5 ˅2.5 | n/a | 2A |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
False | 12,000 | x7.5 ˅2.5 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
True | 24,000 ˄12,000 | x7.5 ˅2.5 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess.
|
True | 480 | x3.0 ˅1.0 | n/a | n/a |
Heavy Units
|
True | 960 | x3.0 ˅1.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 9,000 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 9,000 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 30,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 9,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 21,000 | x3.0 ˅1.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
True (?) | 421K | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 12,000 | x1.5 ˅0.5 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
True (?) | 8,000 | x7.5 ˅2.5 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
True (?) | 4,000 | x7.5 ˅2.5 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
True (?) | 6,000 | x9.0 ˅3.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 960 | x3.0 ˅1.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x13.0, increased by ˄1.5 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x8.2, increased by ˄1.0 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x13.0, no additional values. |
Miscellaneous | |
---|---|
Name | Information |
n/a | n/a |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Death Sentence []
Recommended for seasoned veterans, around reputation level 100, preferably with infamy skill discounts.
Death Sentence Difficulty Modifiers | |||||
---|---|---|---|---|---|
Special Enemies | |||||
Entity | Non-Script Spawnable | Hit Points | Headshot Multiplier | Damage | Spawn Limit |
Sniper
Despite there being an FBI variant of the Sniper, the SWAT variant is used more often, regardless of difficulty. Other than visual, there are no gameplay differences. |
True | 240 | x3.0 | n/a | Varies |
Shield
The Shield is a special enemy equipped with the standard CMP Submachine Gun, providing cover to his fellow comrades and/or obstructs the heister's path. |
True | 480 | x3.0 | n/a | 4 |
Taser
The Taser is a special enemy equipped with a modified CAR-4 Assault Rifle with a unique gadget that has the ability to stun heisters. When used, the target heister's point of view will be shaking, and fire without the player's consent. |
True | 1,800 | x3.0 | n/a | 3 |
Medic
Information based on regular gameplay, not Holdout nor Crime Spree. |
True | 1,800 | x3.0 | n/a | 3 |
Cloaker
The Cloaker is a special enemy equipped with a heavily modified Compact-5 Submachine Gun. The Cloaker has the unique ability to hide on certain scripted areas to ambush the player if the heister gets close enough. Additionally, Cloakers have the ability to rush towards a heister to incapacitate him via a melee attack knockdown, in which scenario, their night vision goggles will glow green and a loud alarm-like sound will play, alerting nearby crew members. |
True | 3,600 | x9.0 | n/a | 2 |
Bulldozer (Green)
The Greendozer is one of the five Bulldozer variants, this one having the capacity to deal large amounts of damage per shot with his Reinfeld 880, at the cost of a rather slow fire rate and reduced effectiveness on medium-long distances. Easily identified by their loud footsteps, or large colored armor that distinguishes them from the crowd.
|
True | 24,000 ˄12,000 | x7.5 | n/a | 3A ˄1 |
Bulldozer (Black)
The Blackdozer is the second variant, this one having a mixture of the Skulldozer and Greendozer, mixing medium damage and medium fire rate on an IZHMA 12G. Unfortunately, the Blackdozer fires so fast in bursts that most of his ammo is nullified by i-frames. |
True | 24,000 ˄12,000 | x7.5 | n/a | 3A ˄1 |
Bulldozer (Skull)
The Skulldozer is the third variant, equipped with a KSP LMG that is capable of dealing high amounts of damage both in short and long range. Additionally, as an LMG, the Skulldozer can hold the finger on the trigger for long periods of time before requiring to reload. |
True | 24,000 ˄12,000 | x7.5 | n/a | 3A ˄1 |
Bulldozer (Medic)
The Medicdozer is the fifth and last variant, equipped with a Compact-5, this is the weakest dozer overall damage-wise. However, one should note that this dozer can also revive nearby units. If one is not careful, other Medics or even Medicdozers, can gather together and create a healing circle, making it difficult to take them down. |
True | 24,000 ˄12,000 | x7.5 | n/a | 2B |
Bulldozer (Minigun)
The Minigun Bulldozer is the fourth variant, equipped with a Minigun that has the same high damage potential as the Skulldozer. With a x2 HP multiplier, the Minigun Dozer can be tough to kill, at the cost that the dozer will go at an extremely slow speed. |
True | 48,000 ˄24,000 | x7.5 | n/a | 2B |
Other Enemies | |||||
Entity | Spawnable | Hit Points | Headshot Multiplier | Damage | Additional |
Light Units
The backbone of the enemy team, Light Units are the most basic of units that will spawn over the course of an assault. These units are the weakest of the spawn pool, as they lack any unique ability that a large portion of other units possess. |
True | 480 | x3.0 | n/a | n/a |
Heavy Units
|
True | 960 | x3.0 | n/a | n/a |
Bosses | |||||
The Commissar
Exclusive to the Hotline Miami D2 job |
True | 9,000 | x2.0 | n/a | 1 |
The Informant
Exclusive to the Hoxton Revenge job. |
True | 9,000 | x1.0 | n/a | 1 |
Biker Boss
Exclusive to the Biker Heist D2 job. |
True | 30,000 | x2.0 | n/a | 1 |
Chavez
Exclusive to the Panic Room (Payday 2) job. |
True | 9,000 | x2.0 | n/a | 1 |
Ernesto Sosa
Exclusive to the Scarface Mansion job. |
True | 21,000 | x3.0 | n/a | 1 |
Unique Special Enemies | |||||
SWAT Turret
This is referring to the SWAT Van Turret, not the scripted-event turrets, such as in Henry's Rock. Some info may be relevant to other types, but not all. |
True (?) | 421K | x100.0 | n/a | Varies |
Bulldozer (Titan)
The Titandozer is in every aspect a regular Bulldozer unit, except for lacking a head and carrying a shield on their back. Titandozers carry a KSP Light Machine Gun just as the Skulldozer, moving at an extremely slow sleep that even a crouching heister can outrun. However, on the close range maps they spawn, distance is not important (debatable on Lab Rats), giving themselves the upper hand for not needing to travel extremely long distances. |
True | 12,000 | x1.5 | n/a | n/a |
Shield (Captain)
Captain Neville Winters is an amplified shield unit with unique abilities and extra durability. Winters will spawn with 10 other minion units, moving to a set position on the map. Once set, an endless assault will be set and all enemies receive a damage resistance of 5% every 5 seconds, up to 50%. |
True (?) | 8,000 | x7.5 | n/a | 1 |
Shield (Phalanx)
Information based on regular gameplay, not Holdout nor Crime Spree. |
True (?) | 4,000 | x7.5 | n/a | n/a |
Cloaker (Guardian)
Exclusive to The White House job. The Guardians are gameplay-wise cosmetically modified Cloaker units. These units use a special outfit mixing black and gold colors, a special rifle, unique particle effects surrounding the model, and have their sound effects changed. Regardless of these visual changes, their AI logic will stick to normal and attack players on distance, and start charging once there is a clear path between the Guardian and the heister. |
True (?) | 6,000 | x9.0 | n/a | n/a |
ZEAL Marksman
Exclusive to Crime Spree and Holdout. |
False (?) | 960 | x3.0 | n/a | n/a |
Reward Modifiers | |
---|---|
Name | Value |
Experience
To level up on PAYDAY 2, one must obtain Experience Points. These points are obtained through the course of a heist by doing multiple tasks. |
Experience rewards have a multiplier of x14.0, increased by ˄1.0 |
Loot Bags
Most heists will require the transportation of Loot Bags through the map, whether it be to deploy a thermal drill to break into the vault, or secure valuable loot into the van. |
Value of secured loot have a multiplier of x9.2, increased by ˄1.0 |
Loose Loot
Not all loot needs to be in a bag, some other loot can be instantly picked up. Loose Loot is found in some heists, with a value less than a fraction of what their bag counterpart would pay for. However, this doesn't need to be bagged and any heister can just go to it and secure it immediately. |
Value of loose loot have a multiplier of x13.0, no additional values. |
Miscellaneous | |
---|---|
Name | Information |
Enemy Team | Enemies will spawn as the ZEAL Task Force variant. |
n/a | n/a |
n/a | n/a |
Gray markers represent entities that aren't able to spawn naturally (continuous assault) on said difficulty. Green markers represent entities that received a positive attribute in comparison to past difficulty. Red markers represent entities that received a negative attribute in comparison to past difficulty. |
Normal[]
"For players new to Payday 3, or who are still learning its mechanics."
Hard[]
"For players familiar with Payday 3 and the majority of its mechanics."
Very Hard[]
"For players with a well-rounded loadout and most skills unlocked. Team communication and coordinated loadouts are advised. A crew of four people is recommended."
Overkill[]
"For players looking for a brutal, uncompromising challenge. Team communication and coordinated loadouts are vital. Heist familiarity and maxed-out skills are advised. A crew of four people is recommended."Trivia[]
- On the Death Wish announcement site, the poster advertising the GenSec Elite units was claimed to be found on a server and appears to be printed out, but clicking on it shows a version of the poster that appears to be ripped out of a magazine, complete with a page number in the corner.
- The images showcasing the GenSec units on the Death Wish announcement site show them in what appear to be the warehouse Election Day Day 2 Plan A/B, but oddly set in daylight.
- Any Death Wish heist completion achievement unlocked prior to the Housewarming Party Event will automatically have their Mayhem mode equivalent granted automatically upon booting up the game.
- The overview image for Risk Level 5 shows a GenSec Elite rifleman standing next to a SWAT Shield officer, despite the latter having his own GenSec counterpart on Death Wish.
- Easy is still a valid difficulty in PAYDAY 2, even though it cannot be accessed or played without crashing the game. This is presumably a leftover from PAYDAY: The Heist.
- In addition, the various difficulties follow a similar naming scheme from their internal names; "Very Hard" is the counterpart of Overkill, "Overkill" uses the spot for Overkill 145+, Mayhem is considered "Easy Wish" (being an easier version of Death Wish), Death Wish is called Overkill 290+ and Apocalypse, whereas Death Sentence is "Sm Wish" (presumably sadomasochism).
- Although Death Sentence is the hardest difficulty currently in Payday 2, Risk Level 6 still regards it as "One Down".
- Prior to the difficulty re-balance introduced with update #173, One Down was the hardest difficulty setting available before being replaced and re-purposed as a mechanic.
External links[]
Videos[]
Heists | Release: First World Bank • Heat Street • Panic Room • Green Bridge • Diamond Heist • Slaughterhouse DLC: Counterfeit • Undercover • No Mercy |
Weapons | Primary: AMCAR-4 • Reinbeck • M308 • Brenner 21 • AK Secondary: Mark 11 • Locomotive 12G • Compact-5 • GL40 Pistols: B9-S • Crosskill .45 • Bronco .44 • STRYK |
Deployables | Ammo bag • Doctor bag • Trip mine • Sentry gun |
Enemies | Regular: Security guard • Cop • FBI • Gangster • Blue SWAT • Heavy SWAT • Murkywater Special: Bulldozer • Cloaker • Shield • Sniper • Taser |
Characters | Dallas • Hoxton • Wolf • Chains • Bain • Minor characters |
Gameplay | Assault Waves • Civilians • Crew AI • Drills • Environmental hazards • Police Custody • Reputation • Risk Level (Overkill 145+) • Shout • Stealth • Upgrades |
Miscellaneous | Achievements • Challenges • Companies (GenSec • Murkywater) • DLC • FBI • Gangs & Mafias • Graphic options • Masks • Overkill Software • Steam Trading Cards • Timeline • Update history |