The Perk Decks system was added on Day 5 of CrimeFest 2014, and formed one of the main parts of Update 39 along with an extensive rebalance of existing Skills.
Contents
- 1 Overview
- 2 Available Perk Decks
- 2.1 Mutual Perks
- 2.2 Unique Perks
- 2.2.1 Crew Chief
- 2.2.2 Muscle
- 2.2.3 Armorer
- 2.2.4 Rogue
- 2.2.5 Crook
- 2.2.6 Hitman
- 2.2.7 Burglar
- 2.2.8 Infiltrator
- 2.2.9 Sociopath
- 2.2.10 Gambler
- 2.2.11 Grinder
- 2.2.12 Yakuza
- 2.2.13 Ex-President
- 2.2.14 Maniac
- 2.2.15 Anarchist
- 2.2.16 Biker
- 2.2.17 Kingpin
- 2.2.18 Sicario
- 2.2.19 Stoic
- 2.2.20 Tag Team
- 2.2.21 Hacker
- 2.2.22 Leech
- 2.2.23 Copycat
- 3 Achievements and Trophies
- 4 Trivia
- 5 Gallery
Overview[]
Replacing passive tier bonuses, the Perk Decks system allows players to pick from twenty-two different "decks", each with nine perks (though the skills at second, fourth, sixth, and eighth rank are shared between all current decks). Only one perk deck can be active at a time.
Presently, Perk Decks are not reset when going Infamous.
Unlike skill trees which cannot be fully unlocked because of the limited number of skill points obtainable in-game, Perk trees rely on the player's XP income, converted into Perk Points, which is limitless, thus allowing one to eventually unlock/complete all twenty-two decks. This is offset by the fact that the player may only have one active perk deck at a time.
It costs a total of 13,700 Perk Points to fully unlock all 9 cards in a single deck, and 301,400 Points to unlock all 22 decks.
Gaining Perk Points
Spending Perk Points
Gaining perk points is simple - after earning XP, go to the Skills & Perks screen and view the Perks Deck tab (selected in the upper left). If you have earned any experience since you last checked the Perk Decks tab, the game will then 'convert' that XP into perk points at a given ratio, which mostly depends upon current player level - as a benchline, round your level up to the nearest 10, then multiply by 10. For instance, at level 45 (rounding up to 50), the conversion ratio will be 500:1.
The conversion ratio is set by the level you were at after the skill points were added to your total, e.g. if you were level 60 (600:1 ratio) when you began a heist, but the experience gained raised you to level 61 (700:1), then the ratio for level 61 would be applied. If you should forget to convert points in between heists, the conversion calculation will apply the level you are at when you do process your perk points, even if the final heist of the series raised you to a higher conversion ratio. For example, if you had not converted points for three consecutive heists and only the final heist had raised your level to 61 (where the 700:1 ratio begins), the 700:1 ratio would still be applied to all the skill points being processed. This means it is to the player's advantage to process this conversion after every heist, just to ensure that no loss of perk points results from applying a higher conversion ratio than necessary.
The experience converted into perk points is not deducted from your overall level progress.
In addition, experience points earned past the level cap of 100 can also be converted into perk points - just visit the Perk Decks tab as you would normally.
- Note: If a player goes Infamous with un-exchanged perk points, but has yet to gain a level, the 1000:1 XP-to-perk-point ratio of the previous tier's reputation 100 still applies.
However, once you have attained the maximum number of perk points (i.e. 301,400 which completes all perk decks), you will no longer gain any more perk points. Any new perk decks introduced thereafter will require you to earn your perk points again.
After you've earned perk points, you can now spend them on your perk decks. This is as simple as using the + (plus) button under the perk you wish to unlock. As long as a perk has not been fully unlocked, you can withdraw the points at any time by using the - (minus) button under the perk, but once a perk has been fully unlocked you can never get the points back.
Perks are on a simple line progression -- to be able to purchase the second tier perk you must first own the first tier perk, and so on.
Additionally, one can choose to "Maximize Perk Deck" on a selected deck, which will instantly put in the maximum amount of perk points that can be spent on the deck, based on how many points have already been invested and how many points the player has.
Do note that although all perk decks has several common perk tiers, they are not shared among each other, meaning that, for example, unlocking the Crew Chief deck's Walk-In Closet perk will still cost an additional 1,600 perk points to unlock it again if one were to switch to a less-invested deck.
Available Perk Decks[]
There are twenty-two decks in the game, with each one made up of four mutual perks, and five unique ones.
Mutual Perks[]
These are the perks found on each and every perk deck. The number in parentheses (e.g. (200)) beneath the tier number indicates how many perk points must be spent on that tier's skill to unlock it.
- ↑ Helmet Popping stacks multiplicatively; e.g. only 32 base damage is required to kill an FBI Heavy Response Unit, who has 240 health, because 32 × 6 (headshot multiplier) × 1.25 (Helmet Popping) = 240 damage.
Unique Perks[]
The table below shows a comparison between the values that differ per tree. The number in parentheses (e.g. (200)) beneath the tier number indicates how many perk points must be spent on that tier's skill to unlock it.
Crew Chief[]
- "The Crew Chief, also known as the Caporegime, is the head of a branch of an organized crime syndicate. The Crew Chief commands a crew of soldiers and reports directly to a boss or an underboss.
When the crime syndicate needs to have someone dealt with, the Crew Chief and his soldiers make sure it's done.
" - —Deck description
The Crew Chief deck is well-rounded, increasing the user's health and offering team-wide benefits such as increased stamina, health, and armor. The increase in shout distance provided by the third perk in this deck, Marathon Man, does not provide an increase to the 9 meter range of the Mastermind skill Inspire. As of Update #74, the final perk also grants an 8% damage reduction for the crew as long as one tied hostage is present.
Muscle[]
- "The Muscle is a tough guy who uses violence to send messages from his Mafia superiors. They are the backbone of any criminal organization.
The muscle is called in whenever you need to rough someone up, break some legs, crush a skull or remind people who's boss.
" - —Deck description.
The Muscle deck focuses on increasing health and survivability when armor is down, potentially granting up to +100% health (up to 460 base health) when maxed out. It also allows players to draw fire away from their allies, whilst at higher ranks it allows the use of certain weapon groups to terrify enemies (Disturbing the Peace), effectively incapacitating them for a short period. For Disturbing the Peace, all weapons have a 20% chance to proc the Panic effect, however, only LMGs, Miniguns, Assault Rifles, SMGs, Shotguns, Pistols, Sniper Rifles, and Flamethrowers are actually able to proc it. The final perk grants players the ability to regenerate +3% health every 5 seconds.
Armorer[]
- "The Armorer was formerly a profession within the military. The armorer's job is to maintain, repair and improve armors.
Any self-respecting crime syndicate needs someone who can make sure the soldiers have the necessary protection to do their jobs.
" - —Deck description.
The Armorer deck focuses on improving armor durability and recovery time, with a potential maximum of +35% armor. A simple but effective choice for players who wish to enhance their already-durable armor, or patch up their defenses a little. Since the perks which improve armor rating are applied as percentages of your armor's base armor rating, this perk deck grants the largest gains to players who customarily wear the heaviest armors, i.e. the Combined Tactical Vest and Improved Combined Tactical Vest. For that reason players who are focusing on the Fugitive skill tree's boosts for wearers of ballistic vests might do better to make use of either the Hitman or Crook perk deck instead. Another use of this perk deck is the invulnerability period when armor is broken. Players can abuse this ability to effectively negate lethal amounts of damage, a tactic that is especially useful on the highest difficulties.
Rogue[]
- "The Rogue is a stealthy criminal, capable of sneaky tricks and deadly force. Versatile and deceptive, the Rogue is hired to do anything from pickpocketing, to burglaries and con jobs.
The trademark of a Rogue is his versatility - what he lacks in strength he makes up for in skill.
" - —Deck description.
The Rogue deck largely focuses on increasing Dodge chance, granting a fairly significant +45% once mostly completed. Its most significant effects do not kick in until much later - though once mastered, it provides massively decreased weapon switching time and nearly instant weapon switch if using Equilibrium in combination. It should be noted that the total of the increases to dodge chance provided by this deck will overcome the negative dodge values of any armor type excluding the Improved Combined Tactical Vest. Still, players planning to do the majority of their fighting in such armor may wish to choose another perk deck which better suits their preferred equipment and situation. And of course players who plan to wear a suit during the stealth phases of heists and use the Armor Bag deployable to switch to one of the heavier armors when the heists go loud will get little to no benefit from this perk deck's dodge chance boosts, unless they have other boosts to dodge chance from one or more skill trees that, when added to the perks, overcomes the relatively high negatives imposed by the heavier armors, and even then will only receive marginal dodge chances at best in return for a large investment of perk and skill points.
Crook[]
- "The Crook is a versatile criminal. The term is as old as crime itself.
Truly, the crook is a jack of all trades and a master of none. He steals, lies, cheats and does any and every dishonest or illegal work necessary to get by.
" - —Deck description.
The Crook deck largely focuses on increasing Dodge chance for ballistic vests users, providing up to +40% dodge chance to early to mid tier armor. The final tier effect provides faster armor recovery. It should be noted that all armors (excluding the suit) have negative dodge values as their base, so this perk deck will not result in any positive chance for the player to dodge fire until several perk levels have been unlocked. The lower level the armor, the earlier this perk deck will overcome its negative base dodge stat to begin providing active assistance in dodging fire, and the higher the eventual dodge chance will be once all the dodge chance perks have been unlocked. For example, the standard Ballistic Vest has a base dodge rating of -25, so the player will see no active benefit from this perk deck until the fifth tier perk Advanced Composure has been unlocked, at which point the player will see an active dodge chance of 5% from the combined perks up to that point. This is irrespective of any boosts to dodge the player may be receiving from skills, however.
As of Update #74, the Crook deck also grants up to 65% increased bonus armor when using any of the ballistic vest variants. This is enough to give the Heavy Ballistic Vest a significantly higher armor rating than the Combined Tactical Vest, as well as the Heavy Ballistic Vest having a higher dodge and speed rating.
Hitman[]
- "The Hitman is a professional killer from the criminal underworld who excels at close and ranged combat.
Criminal syndicates will hire a hitman as a last resort to enforce criminal authority, deliver retribution or eliminate competition.
" - —Deck description.
The Hitman deck was added as part of John Wick promotion and used to trade armor durability for faster armor recovery as well as introducing the ability to dual-wield a specific group of pistol-class weapons, albeit with severe stability penalties and limited accuracy. Since then the armor penalty has been removed and akimbos became unlocked by default. This deck stacks well with players planning to get the skill Shock And Awe, which further increase armor recovery rate by 25%. Since armor recovery bonuses stack multiplicatively, taking that skill along with this perk deck allows the player to reduce the armor recovery period from the base 3 seconds to 1.5 seconds, a 50% reduction. However considering the effect of Tooth and Claw that might not be necessary. Such a build would provide high survivability for players who frequently duck behind cover (for reloading) in-between bursts of firing. This is well suited to those who primarily use weapons with very low rates of fire (e.g. sniper rifles) or weapons which require very frequent reloads (e.g. SMGs with very high rates of fire) and adopt the fighting style mentioned earlier. The Ambidexterity perk is essentially the aced version of Akimbo in perk form. However, they can stack with each other, completely negating the stability penalty of akimbo weapons as well as increasing total ammo by 100%.
Burglar[]
- "The natural dexterity of the Burglar has benefits beyond merely breaking and entering. Being nimble allows the Burglar to pick locks, bag bodies and answer pagers faster. They are also harder to hit in combat. They stay alive by staying out of the way.
This physical conditioning also gives the Burglar a high tolerance to pain and the ability to shrug off wounds quickly.
" - —Deck description.
The Burglar deck was added as part of the Clover Character Pack. It is required that players own this DLC to unlock the perk deck. It is a fully stealth-oriented deck, granting bonuses to lockpicking, bagging bodies and answering pagers. When completed, the Burglar is also suitable as a partial replacement for Rogue and Crook (+30% additional dodge) as well as an alternative to Optical Illusions (+20% less likely to be targeted when standing still or crouching). Despite the stealth oriented nature of the deck, the Burglar Deck's lockpicking and aggro reduction makes it useful for completing objectives when allies are close by.
Infiltrator[]
- "The Infiltrator is an agent hired by a government or large criminal organization to obtain information about its enemies, or by a corporation to obtain industrial secrets from its competitors.
The Infiltrator is a close combat specialist who knows how to use the environment in order to get the upper hand.
" - —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Infiltrator | ||||
OVERDOG When you are surrounded by three enemies or more, you receive 12% less damage from enemies. Your second and each consecutive melee hit within 1 second of the last one will deal 10 times its normal damage. Note: Missing a melee strike resets the buff. The buff can be activated by hitting team AI and civilians as well. Effect does not restart, nor become active if an enemy is countered using Counterstrike. | Basic Close Combat When you are within medium range of an enemy, you receive 8% less damage from enemies. | Advanced Close Combat When you are within medium range of an enemy, you receive an additional 8% less damage from enemies. Unlisted effect: An additional 6 seconds are added to OVERDOG's duration of the extra damage on melee strike, for a total of 7 seconds before expiring. | Expert Close Combat When you are within medium range of an enemy, you receive an additional 8% less damage from enemies. | Life Drain Striking an enemy with your melee weapon regenerates 20% of your health. This cannot occur more than once every 10 seconds.[2] |
Note: Medium range is classified as 18m or less.
The Infiltrator deck was added as part of the Dragan Character Pack. It is required that players own this DLC to unlock the perk deck. It is a close quarter combat-oriented deck, conferring bonuses to damage resistance when surrounded by many enemies (up to 33% when around 3 enemies or more) and enhances one's melee capability close up with damage boosts and a new health-restorative ability. Please note that the damage boost only applies on consecutive hits.
Sociopath[]
- "The Sociopath is known to be one of the most effective type of criminals. Where he is effective, he is also difficult to deal with, which is why larger organizations avoid him.
Bold, disinhibitted and mean, the Sociopath excels in the most violent of jobs. Unable to feel guilt for the crimes he commits, the Sociopath is a dangerous enemy.
" - —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Sociopath | ||||
OVERDOG When you are surrounded by three enemies or more, you receive 12% less damage from enemies. Your second and each consecutive melee hit within 1 second of the last one will deal 10 times its normal damage. Note: Missing a melee strike resets the buff. The buff can be activated by hitting team AI and civilians as well. Effect does not restart, nor become active if an enemy is countered using Counterstrike. | Tension Killing an enemy regenerates 30 armor. This cannot occur more than once every 1 second. You gain an additional 10% armor. | Clean Hit Killing an enemy with a melee weapon regenerates 10% health. This cannot occur more than once every 1 second. When you are within medium range of an enemy you recieve 8% less damage. | Overdose Killing an enemy at medium range recovers 30 armor. This cannot occur more than once every 1 seconds. You gain an additional 10% armor. | Showdown Killing an enemy at medium range has a 75% chance to spread panic among your enemies. Panic will make enemies go into short bursts of uncontrollable fear. This cannot occur more than once every 1 second. |
Note: Medium range is classified as 18m or less.
The Sociopath deck was added as part of the Jacket Character Pack. It is required that one owns Hotline Miami 2 Digital Special Edition on Steam to unlock the perk deck. It is a close quarters combat-oriented deck that acts somewhat similar to the Infiltrator perk deck. The only major differences are that the Sociopath is meant to regenerate player`s armor instead of reducing incoming damage, and can also cause nearby enemies to panic (Showdown). However, unlike Infiltrator, this tree is focused on maintaining momentum in close combat. High damage melee weapons are preferred as the regenerating health skill only activated upon a kill rather than a hit. Compared to the recovery skill offered by Infiltrator, the Sociopath deck can heal 50% vs 20% in the same time provided each kill is done in melee. The final skill is invaluable as the possibility of causing enemy to panic can allow a window of opportunity to attack with reduced harm. Note that melee weapons such as the Kunai and Electric weapons do not proc the healing part even if a killing blow is made.
Gambler[]
- "Heading into the furnace of battle requires skill, hardness and more than a little luck. Some people just have it.
Luck is an elusive quality. The ancient Greeks believed it was the design of the Gods. It isn't. It certainly exists, but it's something you can earn. It requires preparation and forethought to get your pieces in place, and maximizes your chances of a return. It's counting cards, rather than the blessing of Fortuna.
The Gambler perk deck is a support deck. Anyone can help the team win, but it takes the Gambler to help the team win big.
" - —Deck description.
The Gambler deck was added in the third day of the Spring Break event. It utilizes Ammo pickups in terms of survivability, healing the player (Medical Supplies) and teammates (Sharing is Caring) as the player picks up ammo, together with supplying teammates with as much ammo as the player receives from pickups dropped by fallen enemies. Retrieving arrows, bolts, shurikens, cards, or javelins won't trigger this effect. Ammo gained is dependent on the recipient's weapon, so using a weapon with high ammo pickup has no effect on this deck.
Grinder[]
- "A typical grinder is a hard working individual, able to take control of difficult situations and turn them around.
The grinder relies heavily on always being in the front and dishing out punishment, being able to survive due to the fact that he does damage to the enemies regardless of how much damage he has sustained.
" - —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Grinder | ||||
Histamine Damaging an enemy heals 1 life points every 0.3 seconds for 3 seconds. This effect stacks but cannot occur more than once every 1.5 seconds, and only while wearing the Two-piece Suit or Lightweight Ballistic Vest. | Adrenaline Damaging an enemy now heals 2 life points every 0.3 seconds for 3 seconds. You gain 20% more health. | Endorphins Damaging an enemy now heals 3 life points every 0.3 seconds for 3 seconds. Increase your chance to pierce enemy armor by 10%. | Dopamine Damaging an enemy now heals 4 life points every 0.3 seconds for 3 seconds. You gain 20% more health. | Euphoria Damaging an enemy now heals 4 life points every 0.3 seconds for 4.2 seconds. Increase your chance to pierce enemy armor by 20%. |
The Grinder deck was released with the Sokol Character Pack. A full Grinder deck regenerates 56 health over 4.2 seconds every time the player does damage to an enemy, but the effect can only be triggered once every 1.5 seconds and only while wearing a Two-Piece Suit or Lightweight Ballistic Vest (the effect can stack, up to 4 times before the first instance expires). This deck is most useful with rapid-fire and damage-over-time weaponry, being able to be triggered via trip mines, poison, and Molotovs. It may also be triggered on dominated and Jokered enemies as well, if needed in a pinch. However, enemies with a yellow outline (hostage to-be-traded, thus invulnerable) will not grant health. It also passively grants the player 40% more health (up to 322 base health) and a 30% chance to pierce enemy armor.
Yakuza[]
- "The Yakuza are one of the most feared crime syndicates in the world. Ruled by the ninkyo and lead by the Oyabun, the Yakuza are known for their strict code of conduct, organized nature and the tattoos that cover their entire bodies.
An outcast and a dropout from society, the Yakuza knows how it is to fend for himself. While he appears gentle, he is not to be taken lightly.
" - —Deck description.
The Yakuza deck was released with the Yakuza Character Pack. This deck encourages a high risk hit and run playstyle meant to be used with Berserker for doing a lot of damage while weaving from cover to cover to kill enemies in close combat. When combined with heavy armor such as the ICTV, the benefits are profound as you can recover armor quicker than other players. However be advised that you can only regain health using first aid kits or doctor bags once your health hits either the 25%/50% mark.
Ex-President[]
- "The Ex-Presidents are one of the most daring heisting crews out there. Great risk takers and brothers in arms. Their lack of fear for their own mortality brought them together and made them as successful as they are.
An Ex-President follows no rules and only adheres to the Ozaki 8, a set of trials to honor their nature.
" - —Deck description.
The Ex-President deck was released with the Bodhi Character Pack. The deck focuses on armor and health restoration after killing enemies. It shares some similarities to the Grinder perk deck, albeit with some differences.
- A target must be killed in order to obtain the effect.
- Grinder simply injures an enemy.
- Constantly demands for the heister to engage with enemies.
- Same concept, although Grinder requires to engage more in order to injure enemies, and thus be healed, while Ex-President can simply store its HP when needed.
- Encourages using low armor for higher perk deck effect rewards.
- Grinder's effects can only be activated by using the Two-Piece Suit, or Lightweight Ballistic Vest.
All HP obtained from killing is moved to a 'storage'. The HP from the storage can be reclaimed once the Ex-President loses all its armor, and then regenerates so. One can also claim the stored HP by using Bullseye, even if it's not the full armor. Any loss of health is restored equivalent to the amount stored.
Additionally, in comparison to the Grinder perk deck, Ex-President is allowed to wear any armor and still be able to use its unique perk skills, unlike Grinder, who is restricted to using Lightweight Ballistic Vests or Two-Piece Suits, or else they will not get any HP regeneration. This, however, comes at the cost that the bigger the armor, the smaller the HP regeneration capacity.
Finally, other teammates can contribute to the perk deck holder by killing enemies just as if it were the Ex-President, but only the perk deck holder will be benefited. All other crew members will not receive any benefits, similar to the Biker perk deck.
Maniac[]
- "The Maniac Perk Deck is the embodiment of crazy and to never accept bad odds in moments of danger. By pushing through and constantly deal damage, your fellow heisters will be granted a temporary shield making all of you feel Jimmy's invulnerable spirit."
- —Deck description.
The Maniac perk deck was released with the Hardcore Henry Pack. The perk deck encourages the user to actively kill enemies to receive "Hysteria Stacks" that gives the user (and at tier 3, other members of the crew) a damage reduction. The max damage reduction is 48 points of damage (24 with a full bar plus 100% bonus in the final tier) which when combined with Crew Chief's perk deck can make practically invulnerable to low damage rounds. This perk deck is beneficial to armor or health builds, although dodge users can benefit from this as well in case their dodge fails. Because Maniac subtracts a flat amount from incoming damage, however, its usefulness decreases greatly on more advanced difficulties, where the sheer damage from enemies will simply overwhelm the damage absorption.
Anarchist[]
- "The Anarchist refuses to acknowledge the arbitrary laws imposed by traditional authority. Kings, queens and presidents hold no sway over the Anarchist mind. Fly free and make your own rules is the motto. This refusal to abide by established truths enables the Anarchist to go where others cannot, employing unconventional tactics to slip through the cracks and reach seemingly impossible objectives."
- —Deck description.
The Anarchist perk was released with the Sydney Character Pack. The deck grants armor at the cost of health and enables continuous armor regeneration, rather than regenerating outside of direct combat. This trait allows Anarchists to tank incredible amounts of damage even without equipping supplementary armor. Equipping heavier armors will increase the amount of armor regained, although at significantly longer intervals. The final perk also allows attacks to restore armor, which pairs well with Bullseye. This effectively grants Anarchists three different ways to regenerate armor. The damage-mitigating nature of armor combined with the brief period of invincibility when armor is broken makes Anarchist one of the favored perk decks for the highest difficulties, where evading or negating damage is critical.
Biker[]
- "Biker gangs are feared all over the world, and the biggest clubs are common household names. To be a biker you need to be tough and loyal, and know that the rules of the club are absolute. Bikers are known to be ruthless and violent people, and they are never afraid to challenge anyone that dare to cross them.
When wearing your patch and riding your bike, you proclaim to everyone that you belong to the 1%. The 1% that refuse to follow the rules of society and proudly carry the title of Outlaw. For a biker, all that matters are your fellow club members and your ride.
" - —Deck description.
The Biker perk was released with the Rust Character Pack. The deck gives the player health and armour if they kill or take damage. The Biker increases the amount of health and armour per kill received by 1 per 10% of armor or health missing. This deck works well with most offensive builds and benefits from a good team constantly killing.
Kingpin[]
- "The Kingpin is the boss, an autocrat whose every whim must be obeyed. But you gotta get the money first. Then when you get the money, you get the power. Remember, the only thing in this world that gives orders...is balls."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Kingpin | ||||
Bad Guy Coming Through Unlocks and equips the Kingpin Injector. Changing to another perk deck will make the Injector unavailable again. The Injector replaces your current throwable, is equipped in your throwable slot and can be switched out if desired. While in game you can use the throwable key to activate the Injector. Activating the Injector will heal you with 75% of all damage taken for 6 seconds.(sic) You can still take damage during the effect. The Injector can only be used once every 30 seconds. Unlisted effect: Every kill reduces the cooldown by 1 second. | Play Rough You gain 10% more health. | Public Enemy No.1 You gain 10% more health. Enemies nearby will prefer targeting you, whenever possible, while the Injector effect is active. | Balls vs. Bullets You gain 20% more health. The amount of health received during the Injector effect is increased by 25% while below 50% health. | Right to the Top You gain 40% more health. For every 5 points of health gained during the Injector effect while at maximum health, the recharge time of the injector is reduced by 1 second. Note: Actually activates every 50 points of health gained. |
The Kingpin perk deck was released with the Scarface Character pack. Its whole kit and playstyle revolves around painting yourself as a target and drawing fire from your team while taking less damage and regenerate health constantly with the deck-exclusive Injector. Since the Injector can be used an infinite amount of times but with a short cooldown in between each uses, a good Kingpin must time their use of the item to ensure maximum effectiveness.
Sicario[]
- "The Sicario is a must in every drug cartel. Someone who takes care of all types of problems in a most lethal way. The Sicario never ducks out of a fight, they get the job done - without hesitation or fear."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Sicario | ||||
Smoker Unlocks and equips the throwable Smoke Bomb. When deployed, the smoke bomb creates a smoke screen that lasts for 10 seconds. While standing inside the smoke screen, you and any of your allies automatically avoid 50% of all bullets. Any enemies that stand in the smoke will see their accuracy reduced by 50%. After the smoke screen dissipates, the Smoke Bomb is on a cooldown for 60 seconds, but killing enemies will reduce this cooldown by 1 second. | Twitch Every time the player gets shot, 20% dodge chance is gained. This effect is reset once the player dodges and will not occur for the next 4 second.(sic) | Subtle Your chance to dodge is increased by 15%. | Agility Shield Dodging will replenish your armor. | Unseen Shadow All of your perk deck effects are increased by 100% while you are standing in the smoke screen. While any of your allies are standing in the smoke screen, they gain 10% dodge chance. Despite the wording, Unseen Shadow does not double the effects of Smoker, Helmet Popping, Blending In, Walk-in Closet, and Fast and Furious. |
Unseen Shadow effectively increases the dodge chance of all heisters in a Smoke Bomb by 10%. Even though the dodge chance is wasted on heavy-armor users, the 50% bullet evasion is still useful.
Stoic[]
- "You are an unbreakable wall of resolve and calm. Discipline of the mind helps the Stoic overcome situations that would make others fall crying into shaking heaps. Combinations of breathing and physical reaction-control learned from buddhist monks will let you keep going long enough to finish the job, no matter what he enemy throws at you."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Stoic | ||||
Virtue Unlocks and equips the Stoic's Hip Flask Damage is now reduced by 75%. The remaining damage will be applied directly. The 75% reduced damage will be applied over-time (12 seconds) instead. You can use the throwable key to activate the Stoic Hip Flask and immediately negate any pending damage. The flask has a 10 second cooldown but time remaining will be lessened by 1 second per enemy killed. | Un-moved All of your armor is converted and applied to your health. | Calm After not taking damage for 4 seconds any damage-over-time you are still waiting to receive will be negated. | Imperturbable When your health is below 35%, the cooldown of your flask will be reduced by 2 seconds for each enemy you kill instead of 1 second. | Enduring When damage-over-time is removed you will be healed for an additional 50% of the damage-over-time remaining at that point. |
The Stoic perk deck focuses on survivability allowing for a significant portion of damage to be mitigated and converting the remainder to damage-over-time. The damage-over-time can be further mitigated with with the deck-exclusive Stoic's Hip Flask. Since the Hip Flask can be used an infinite amount of times but with a short cooldown in between each uses, a good Stoic must time their use of the item to ensure maximum effectiveness.
Tag Team[]
- "Some way that experiences are best when shared, even in the case of performance-enhancing aerosol dispencers(sic)! For that special heister you like, this is something to bond over while you're looting bank vaults and taking care of business."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Tag Team | ||||
Soul Mates Unlocks and equips the Gas Dispenser. To activate the Gas Dispenser you need to look at another allied unit within a 18 meter radius with clear line of sight and press the throwable key to tag them. Each enemy you or the tagged unit kills will now heal you for 15 health and the tagged unit for 7.5 health. Each enemy you kill will now extend the duration by 1.3 seconds and reduce the cooldown timer by 2 seconds. The effect will last for a duration of 12 seconds and has a cooldown of 60 seconds. Note: The cooldown begins immediately upon usage, rather than after the effect ends. The cooldown reduction on kill is always active, not only when the Dispenser is in use. | Scent Your maximum health is increased by 20%. | Synergy Each enemy you or the tagged unit kills will now grant you 2 absorption up to a maximum of 20. This effect will last until the perk deck item goes out of cooldown. | Inhale Your maximum health is increased by 20%. | Harmony Each enemy the tagged unit kills will now reduce your perk deck item cooldown timer by 2 seconds until you are no longer paired. |
The Tag Team perk deck is released with the H3h3 Character Pack. The perk deck revolves around health regeneration and damage absorption when tagging with another heister who is also having the benefits while killing law enforcers. The Gas Dispenser isn't only limited to other heister but also converted law enforcers via the Joker skill.
Hacker[]
- "Using your sharp mind and gear, you can bring any security system to it's(sic) knees with the push of a button. You are never caught unaware by a camera or security guard, but if things do go awry, you can just as easily brute-force your way into enemy comms to deliver a nasty surprise for anyone listening."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Hacker | ||||
Code Glitch Unlocks and equips the Pocket ECM. Changing to another perk deck will make the Pocket ECM Device unavailable again. The Pocket ECM Device replaces your current throwable, it can be switched out if desired. While in game you can use the throwable key to activate the Pocket ECM Device. Activating the Pocket ECM Device before the alarm is raised will trigger the jamming effect, disabling all electronics and pagers for a 6 second duration. Activating the Pocket ECM Device after the alarm is raised will trigger the feedback effect, granting a chance to stun enemies on the map every second for a 6 second duration. The Pocket ECM Device has 2 charges with a 100 second cooldown timer, but each kill you perform will shorten the cooldown timer by 6 seconds. Note: Charges run on separate cooldowns. When both charges are used, the second charge will not run its cooldown or have it reduced by kills until the first charge's cooldown finishes. | OpSec Your maximum health is increased by 20%. | Bit Decay Killing an enemy while the feedback effect is active will regenerate 20 health. Unlisted effect: Increases dodge by 15%. | Kluge Killing at least 1 enemy while the feedback or jamming effect is active will grant 20 dodge of 30 seconds. | Botnet Crew members killing enemies while the feedback effect is active will regenerate 10 health. Unlisted effect: Further increases dodge by another 15%. |
The Hacker perk deck is dodge orientated with health regeneration from killing law enforcers under the Pocket ECMs' feedback. The Pocket ECM is a versatile tool in both stealth and loud heist. During stealth, it acts as a mini instant ECM jammer which is useful when there's a camera watching over guard or shutting down civilians from calling the cops. During loud, its effect turns into the feedback similar to ECM jammers where everyone around you are stunned briefly.
Leech[]
- "The Leech perk deck not only turns you into a tank, it turns you into every Medic's wet dream. Prevent yourself getting downed, and restore the health of your whole crew when getting hit."
- —Deck description.
Tier 1 (200) | Tier 3 (400) | Tier 5 (1,000) | Tier 7 (2,400) | Tier 9 (4,000) |
---|---|---|---|---|
Leech | ||||
Momentum Unlocks and equips the Leech Ampule. Changing to another perk deck will make the Leech Ampule unavailable again. The Leech Ampule replaces your current throwable, is equipped in your throwable slot and can be switched out if desired. While in game you can use the throwable key to activate the Leech Ampule. Activating the Leech Ampule will restore 40% health and disables your armor for the duration of the Leech Ampule. While the Leech Ampule is active your health is divided into segments of 20% and damage taken from enemies removes one segment. Taking a hit that deals over 200 damage will remove two segments at once. Killing 2 enemies will restore one segment of your health and block damage for 1 second. Anytime you take damage your teammates are healed for 5% of their health. The Leech Ampule lasts 6 seconds with a 40 seconds cooldown.(sic) | Indomitable Your maximum health is increased by 20%. While the Leech Ampule is active you cannot go into bleedout, but being out of health will slow you down by 80%.(sic) | Stalwart The Leech Ampule duration is increased to 10 seconds. Killing an enemy reduces the cooldown of the Leech Ampule by 1 second(s). Taking damage now heals teammates by 10% of their health.(sic) | Built Different Your maximum health is increased by 20%.(sic) | Symbiosis You can now activate Leech Ampule while downed. temporarily reviving you until the end of the Leech Ampule. If you successfully revive a teammates or use a doctor bag before the Leech Ampule ends, you may stay alive if you are above 0 health. While the Leech Ampule is active your health is now divided into segments of 10%. Your maximum health is increased by 60%.(sic) |
The Leech perk deck makes the player go into an invulnerable state and supports the team by healing them when the user is takes damage. When downed, the user can use the Leech Ampule like the Messiah skill allowing them to complete objectives, revive teammates or use a doctor bag to revive themselves.
Copycat[]
- "With an eidetic memory and photographic reflexes, the Copycat is a physical phenomenon. Anticipating movement has made you quick on your feet, to the point that you can dodge and even deflect bullets with ease. You've studied the other perk decks closely, and you can now mimic their base abilities to enhance your own. Mix and match techniques to create a style both echoic and unique. If others accuse you of stealing, remind them that imitation is the sincerest form of flattery."
- —Deck description.
The Copycat perk deck is a deck that lets the user choose their own play-style, choosing between health, armor, dodge, and move speed boosts.
Mimicry Perks | ||||
---|---|---|---|---|
# | Deck | Perk | ||
1 | Crew Chief | Brute Strength You grant a 8% damage reduction for players in your group. This bonus is doubled for you when you are under 50% health. | ||
2 | Muscle | Disturbing the Peace All firearms have a chance to spread panic among your enemies.Panic will make enemies go into short bursts of uncontrollable fear. | ||
3 | Armorer | Type I Armor You gain 20% more armor.Your armor recovery rate is increased by 10%. | ||
4 | Rogue | Elusive You are 15% less likely to be targeted when you are close to your crew members. | ||
5 | Hitman | Ambidexterity Dual wielded weapons have a -16 stability penalty.Your armor recovery rate is increased by an additional 15%. Ammo capacity for your akimbo weapons are increased by 50%. | ||
6 | Crook | Basic Composure Your chance to dodge is increased by 5% for ballistic vests.Your armor is increased by 20% for ballistic vests. | ||
7 | Burglar | Dutch Courage Your chance to dodge is increased by 20%.Standing still and crouching decreased your chance of being targeted by 20%. | ||
8 | Infiltrator | Expert Close Combat When you are within medium range of an enemy, you receive 24% less damage from enemies. | ||
9 | Sociopath | Tension Killing an enemy regenerates 30 armor.The cannot occur more than once every 1 second. You gain an additional 10% more armor. | ||
10 | Gambler | Medical Supplies Ammo packs you pick up also yield medical supplies and heals you for 16 to 24 health.Cannot occur more than once every 3 seconds. If the Gambler's current health is lower than another player's, the heal effect on the Gambler is increased by 20%. Stacks up to three times. | ||
11 | Grinder | Adrenaline Damaging an enemy heals 2 life points every 0.3 seconds for 3 seconds.This effect stacks but cannot occur more than once every 1.5 seconds, and only while wearing the Two-piece Suit or Lightweight Ballistic Vest. | ||
12 | Yakuza | Hebi Irezumi The lower your health, the more movement speed you gain. When your health is below 25%, you will gain up to 20% movement speed. | ||
13 | Ex-President | The Emerging Force While your armor is up, you will store 8 health for every 1 enemy you or your crew kills.When your armor has been completely depleted and then starts to regenerate, you will gain health equal to the stored health amount. Maximum amount of stored health depends on your equipped armor. You gain 10% more health. | ||
14 | Maniac | Outburst 100% of damage you deal is converted into Hysteria Stacks, up to 240 every 4 seconds. Max amount of stacks is 600.Hysteria Stacks You gain 1 damage absorption for every 30 stacks of Hysteria. Hysteria Stacks decays 60% + 80 every 8 seconds. Members of your crew also gains the effect of your Hysteria Stacks. Hysteria Stacks from multiple crew members do not stack and only the stacks that give the highest damage absorption will have an effect. | ||
15 | Anarchist | Blitzkrieg Bop Instead of fully regenerating armor when out of combat, The Anarchist will continuously regenerate armor throughout the entire combat. Heavier armor regenerates more armor, but during longer intervals.When your armor gets depleted, you will be immune to health damage for 2 seconds. This effect cannot occur more often than once every 30 seconds(after v235.1 this value is changed to 45, but still 30 on desc). Note: Skills and perks that increases the armor recovery rate are disabled when using this perk deck. | ||
16 | Biker | Prospect Every time you and your crew performs a kill you will gain 5 health and 5 armor. This cannot occur more than 4 times every 4 seconds. | ||
17 | Kingpin | Bad Guy Coming Through Unlocks and equips the Kingpin Injector.Activating the Injector will heal you with 75% of all damage taken for 6 seconds. You can still take damage during the effect. The Injector can only be used once every 30 seconds. Unlisted effect: Every kill reduces the cooldown by 1 second. | ||
18 | Sicario | Smoker Unlocks and equips the throwable Smoke Bomb.When deployed, the smoke bomb creates a smoke screen that lasts for 10 seconds. While standing inside the smoke screen, you and any of your allies automatically avoid 50% of all bullets. Any enemies that stand in the smoke will see their accuracy reduced by 50%. After the smoke screen dissipates, the Smoke Bomb is on a cooldown for 60 seconds, but killing enemies will reduce this cooldown by 1 second. | ||
19 | Stoic | Virtue Unlocks and equips the Stoic's Hip Flask.Damage is now reduced by 75%. The remaining damage will be applied directly. The 75% reduced damage will be applied over-time (12 seconds) instead. You can use the throwable key to activate the Stoic Hip Flask and immediately negate any pending damage. The flask has a 10 second cooldown but time remaining will be lessened by 1 second per enemy killed. | ||
20 | Tag Team | Soul Mates Unlocks and equips the Gas Dispenser.To activate the Gas Dispenser you need to look at another allied unit within a 18 meter radius with clear line of sight and press the throwable key to tag them. Each enemy you or the tagged unit kills will now heal you for 15 health and the tagged unit for 7.5 health. Each enemy you kill will now extend the duration by 1.3 seconds and reduce the cooldown timer by 2 seconds. The effect will last for a duration of 2 seconds and has a cooldown of 12 seconds. Note: The effect actually has a duration of 12 seconds with a cooldown of 60 seconds. The cooldown begins immediately upon usage, rather than after the effect ends. The cooldown reduction on kill is always active, not only when the Dispenser is in use. | ||
21 | Hacker | Code Glitch Unlocks and equips the Pocket ECM.Activating the Pocket ECM Device before the alarm is raised will trigger the jamming effect, disabling all electronics and pagers for a 6 second duration. Activating the Pocket ECM Device after the alarm is raised will trigger the feedback effect, granting a chance to stun enemies on the map every second for a 6 second duration. The Pocket ECM Device has 2 charges with a 100 second cooldown timer, but each kill you perform will shorten the cooldown timer by 6 seconds. Note: Charges run on separate cooldowns. When both charges are used, the second charge will not run its cooldown or have it reduced by kills until the first charge's cooldown finishes. | ||
22 | Leech | Momentum Unlocks and equips the Leech Ampule.Activating the Leech Ampule will restore 40% health and disables your armor for the duration of the Leech Ampule. While the Leech Ampule is active your health is divided into segments of 20% and damage taken from enemies removes one segment. Taking a hit that deals over 200 damage will remove two segments at once. Killing 2 enemies will restore one segment of your health and block damage for 1 second. Anytime you take damage your teammates are healed for 5% of their health. The Leech Ampule lasts 6 seconds with a 40 seconds cooldown. |
Achievements and Trophies[]
Achievements
Trophies
Megalo-Mania Have all four players using a fully unlocked Maniac perkdeck and have an average of 65% or more of the white Maniac bar filled. |
Scrap Metal
- "Ernesto Sosa didn't like it when you destroyed his car. Or when you killed him."
- —Trophy description.
UNLOCK CONDITION:
Complete the Scarface Mansion job on the Mayhem difficulty or above in loud, with four players all using the Maniac perk deck and no skills. To complete this challenge, you have to have played the job from start to finish.
PLACEMENT:
Scarface's Room.
Trivia[]
- Rogue
- The Shadow Warrior perk refers to the video game of the same name and/or its 2013 reboot, while Killer Instinct refers to the video game series of the same name.
- Hitman
- The name of the perk deck and the Ambidexterity perk's function is likely to be a reference to the Hitman video game series, with the main character of the series, Agent 47, known for being able to wield two weapons at once.
- The Ambidexterity perk was released prior to the Akimbo skill. If an akimbo weapon was in the inventory, it would claim that either the Ambidexterity Perk or the Akimbo Skill was required to unlock when the Hitman perk deck was not equipped, leading many to (correctly) speculate that a skill titled Akimbo would later be released.
- Despite its description saying your armor will recover after a short period in any situations, having your armor recovery supressed by a Turret wont trigger said effect. This is probably a bug.
- Infiltrator
- The perk OVERDOG can be considered a melee counterpart to the Enforcer skill Underdog, in that the perk conditionally raises the player's melee damage when surrounded instead of ranged. Unlike Underdog, however, OVERDOG's effects can stack.
- Sociopath
- Each of the Sociopath deck's unique perks is named after a mission in Hotline Miami: Tension, Clean Hit, Overdose, and Showdown.
- Grinder
- Four of the deck's five unique perks are named after various chemical compounds that, once introduced to or secreted by the human body, enhances one's cognition (Dopamine), focus (Histamine), pain resistance (Endorphins), and fear inhibition (Adrenaline). As all four can be secreted during rigorous physical activities, like ice hockey per se, their names and effects are somewhat appropriate given the corresponding heister's profession.
- Euphoria is the state of intense excitement and happiness felt when the concentration of the above four reaches a high enough level.
- Four of the deck's five unique perks are named after various chemical compounds that, once introduced to or secreted by the human body, enhances one's cognition (Dopamine), focus (Histamine), pain resistance (Endorphins), and fear inhibition (Adrenaline). As all four can be secreted during rigorous physical activities, like ice hockey per se, their names and effects are somewhat appropriate given the corresponding heister's profession.
- Yakuza
- Ex-President
- Ex-President is a reference to the gang of the same name in the 1991 film Point Break, the remake of which is what Bodhi and the Point Break Heists DLC is based on.
- Three of the perk deck's unique perks, The Emerging Force, Life of Ice, and Awakening Earth, are challenges from the Ozaki 8, a set of extreme sport challenges designed to honor the forces of nature that the 2015 Point Break revolves around. The Perfect Line refers to what is supposed to be achieved in these challenges, and Point Break is rather obvious.
- Anarchist
- The deck's five unique perks are all named after songs, mainly punk rock.
- Kingpin
- Three of the deck's perk's names are quotes from Tony Montana in the 1983 film Scarface.
- Bad Guy Coming Through is from his speech in the restaurant scene after getting in an argument with Elvira Hanco*ck.
- Play Rough is from his speech in the final scene.
- Right to the Top is from the scene where he proposes to Elvira Hanco*ck.
- The deck's effect of giving the player higher durablity and healing is possibly a reference to Tony's cocaine and rage fuelled last stand, where he was shot multiple times, though he shrugged his injuries off relatively quickly and continued to fight until he was disarmed, and even then he took a massive number of bullets to his torso before he was finally killed.
- It also functions quite similarly to the "Balls Meter/Rage Mode" in the 2006 game, Scarface: The World Is Yours. When rage is activated, Tony will be immune from damage and heal himself with every kill.
- Three of the deck's perk's names are quotes from Tony Montana in the 1983 film Scarface.
- Hacker
- All of the perks exclusive to this deck are, appropriately, named after terminology primarily used in computer science and security.
- A Code Glitch is simply an error caused by the code.
- OpSec (operational security) is an analytical process originally used by the US military for determining whether or not outside powers can observe your actions or information.
- Bit Decay, also known as software rot, is the deterioration over time of a program's performance and data integrity as new content is added to a program.
- A Kluge in computer terminology is a sloppy, inefficient, or otherwise poorly designed fix or program that somehow works anyway.
- A Botnet, a combination of the word "robot" and "network", is a network of computers infected with malware from a single source. The source is able to direct them as a group to carry out various actions, i.e. to send spam messages or launch DDoS attacks.
- All of the perks exclusive to this deck are, appropriately, named after terminology primarily used in computer science and security.
- Copycat
- Grace Period refers to a hidden gameplay mechanic where players are immune to equal or lower damage after being damaged for a short amount of time.
- Photographic Reflexes mentioned in the deck description is a reference to Marvel Comics character Taskmaster, whose power of the same name allows him to perfectly copy any fighting style at first glance, albeit requires some adaptation since any super powers arent copied, just the movements.
Gallery[]
Bain's letter regarding the introduction of the Perk Decks system.
- ↑ 1.0 1.1 1.2 1.3 1.4 Crew perk bonuses do not stack.
- ↑ 2.0 2.1 This effect can be triggered on Jokered cops as well.