PAYDAY 2 - The King of Jesters Mask (PAYDAYCON2015) Key
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I've lost entire evenings to PAYDAY 2's Crimenet board, scrolling contracts at three in the morning trying to convince myself that one more stealth run on the Diamond Store will go differently. It won't. The alarm will trip on the third guard pager, the Ghost build I spent an hour on will crumble, and four Enforcers will spend ten minutes sprinting bags to a getaway van while a SWAT bulldozer tries to ruin everything. This is the loop. It is deeply good. At its core this is a four-player co-op heist shooter built around two philosophies: ghost through security without triggering a single alarm, or go loud and improvise through waves of escalating police response. Both approaches are supported by a five-tree skill system covering Mastermind, Enforcer, Technician, Ghost, and Fugitive. Each tree has three subtrees and 90 total skills, and because you will never have enough points to fully ace even one tree by level 100, every build forces real trade-offs. The Mastermind's Inspire skill, which lets you revive downed teammates by shouting at them from ten meters away, is arguably the single most important ability in the entire game for loud runs. Meanwhile a committed Ghost player lives or dies by ECM jammers, body bag cases, and the Chameleon skills that shrink your detection range. The Technician brings drill repair speed and trip mines; the Fugitive hits hard and moves fast. A well-composed four-player crew covering complementary roles is what turns a chaotic bank job into something that feels genuinely cinematic. Skill respecs cost nothing, so experimenting across difficulty tiers from Normal all the way up to the brutal Death Sentence One Down is genuinely encouraged. The heist variety is where the game earns its longevity. There are upward of 80 heists on record, ranging from single-day smash-and-grab convenience store jobs to sprawling multi-day contracts like Firestarter or Rats that switch objectives between sessions. Some heists reward the ECM rush, where a coordinated team chains jammers to kill all alarms for a combined window of suppression and simply walks out before security responds. Others are essentially survival maps where the drill jams every forty seconds and the meth cook sets something on fire. The variety is genuine, not padding. For an RPG-adjacent brain like mine, the pre-heist planning layer, buying assets, scouting guard patrol patterns, choosing escape routes, scratches the same itch as a tabletop session zero. The honest caveats are real though. Stealth mechanics have always been the game's weakest limb: guard detection can feel arbitrary at lower infamy levels, and a single mismanaged pager blows the entire run with very little telegraphing. The AI bots are serviceable for offline practice but will wander into compromising positions at the worst moments. Single-player is genuinely not what this game was built for, and the bot crew will remind you of that constantly. The DLC catalogue is also a genuine sprawl, with weapon packs, heists, and character content accumulated over years of updates. Most of the core content is in the base game, but navigating what is or is not included requires some research. For anyone who wants a co-op shooter with actual systemic depth, real build variety that holds up well past hour 40, and the specific satisfaction of a clean stealth run where nobody fires a single shot, PAYDAY 2 remains the standard the genre is measured against. Payday 3 stumbled at launch, which sent a lot of veterans back here, and the community is still active enough to find public lobbies without much friction. Just invest in a Mastermind build before queuing with strangers. Your team will thank you.
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Información del juego
- Desarrolladora
- OVERKILL - a Starbreeze Studio.
- Distribuidora
- Starbreeze Entertainment
- Fecha de lanzamiento
- 13 ago 2013
