[align=center]!!!ATTN!!! Keep it civilized. I will not hesitate to delete a post and ban a user for 3 days if they throw a tantrum. I don’t even begin to care if your points are valid, if you can’t keep a lid on the QQ over what is ultimately a proposal, then you don’t get to participate in the discussion. This is non-negotiable.[/align] [align=center]The K Report: Stats Because Kithrixx is an anti-fun Wizard Skeleton[/align] So here it is, the thing that I’ve been working on endlessly for almost a month and a half. I’ve run simulations, calculations, had people build maps for me using NOTD unit stats and test the differences between the “statted units” and the vanilla, I’ve just… I’ve worked on this a lot. As with everything I do, I expect resistance, and that’s fine. Differing opinions fuel discussion, and without discussion, there is no progress. Just please keep in mind, these are not suggestions I make lightly. I have examined every possible facet of the impact these changes will make for probably much longer than I should have. Overall, it's just a removal of arbitrary massive increases in avatar strength and streamlining every stat to only do affect two parameters (the glaring inconsistency that is the current Endurance bothers the hell out of me). They're mostly small changes, but a lot of thought and effort into figuring out what was the "just right" amount. Strength +11.5 hitpoints, -0.0002 Weight Tolerance Weight Tolerance buffed and moved to Strength. The reason that the Weight Tolerance effect was so stupidly low on Endurance was because Endurance did four different things, so it was pretty spread out. Hitpoint gain increased marginally to compensate for the lack of hitpoint gain in Endurance. Total gain is now 103.5 instead of 90, a difference of 13.5. Agility Movespeed +0.0234, Reload Time -0.08 No change, actually. Agility is fine as it is. Perception Critical Strike +1%, Detect Radius +0.5 Sight radius removed to give Occular Implants more prominence. Occs are largely considered to be unimportant once you get into the upper ranks where you have more stat points to spread around, and an item becoming obsolete simply because you have enough XP under your belt bothers me. The Detection screws with Thermals as well, but assuming that Thermal Sights get the buff that I suggested, they’ll still be desirable even when a player has 9 Perception. Endurance Health Regeneration +0.042, +2.2% Ailment Resistance Health increase removed, as that’s better off on Strength. Health Regeneration buffed slightly. Maximum additional health regeneration from Endurance is 0.378. Ailment Resistance added. More contextually appropriate, in addition to having a real utility. Endurance and Strength are the stats for shrugging off hits, and I'd like to have them both do that effectively in unique ways. Extra lives mechanic removed, because it was extremely, utterly overpowered. That small percentage fired, as far as I could tell, every minute. When I maxed out Endurance to test it? There wasn’t a single game that I didn’t get at least two extra lives. When the RNG was feeling particularly frisky, I’ve gotten up to sixteen. Extra lives are there to help the newbies learn and to help non-elite players cope with the oftentimes unfair nature of NOTD, and should not be randomly available to unhinge the dynamic difficulty system that we have going. I would have zero issues with a side mission being implemented that granted an extra life to all players upon completion, but extra lives being handed out like candy is just… not good. Intelligence +5 Maximum Energy, +0.02 Energy Regeneration Double Talent chance removed. While not nearly as overpowered as Endurance’s Extra Lives, I again have a serious issue with massive jumps in power being handed out on an arbitrary basis. A chance to gain a double talent wouldn’t be so severely unbalanced if it were a different kind of leveling system, but considering that it means that the player can gain their ultimate a level early? That’s a serious problem. It has the potential to turn even the hardest difficulties into a cakewalk (see: getting Inception early in Apollo Sec). Added energy regeneration boost. Fits the theme, maximum bonus is 0.18/sec, so it’s hardly going to shatter balance. I’ve tested this one more than I’d like to admit. I know Boss Ability said "no energy regeneration ever", but that doesn't change my stance on it being a good idea. I have run this through every possible scenario, from Rifleman to Engineer to Pathfinder. Yes, Intelligence is going to be one of the most popular stats because it lets you use your abilities more frequently, but I don't believe that to be a bad thing considering that what we want more than anything is players using their skills rather than just relying on DPS.