So, just a few character-balance-related suggestions all put together. Note that not all of these suggestions are mine. Some of them were suggested by other people around the forum, and I happen to like them! (I'm just too lazy to link them). I will at least state which ones I thought of myself. And, to be clear, this is not a list of all the suggestions ever made, this is just a list for ME of the suggestions I LIKE and/or made. I'm just very organized, is all. ~THE HUNTRESS~ DJFlare84 suggested: Reduce overall damage output? ~HAN-D~ DJFlare84 suggested: DOUBLE Power and Cooldown of "Forced Reassembly". (Aesthetic Change) DJFlare84 suggested: Change PROVIDENCE BOSS BATTLE. Give Providence an added ability to summon small numbers of additional minions periodically, like Lemurians and Imps. This will make the battle more interesting overall, and give Han-D the ability to obtain the precious healdrones he needs to survive. ~THE ENGINEER~ DJFlare84 suggested: Have Thermal Harpoons fire in 2 sets of 2 rather than 4 sets of 1. (Quality of Life change.) ~THE MINER~ DJFlare84 suggested: Add a few more invincibility frames AFTER dash attacks for more escape potential. ~ACRID~ DJFlare84 suggested: Default Attack should NOT make character "nudge" forward. (Quality of Life change.) ~THE SNIPER~ Others suggested: Make STEADY AIM new default skill. Remove Cooldown. Remove SNIPE. (PRIMARY SUGGESTION) DJFlare84 suggested: Do Primary, and add FREEZE CRACKER ability. (Details at bottom.) Others suggested: Military Training includes dropping a grenade at original location to further slow enemies following you. Others suggested: Reload should NOT make sniper stop moving. Others suggested: SPOTTER SCAN should allow infinite piercing UP TO SELECTED TARGET, and then diminishing piercing afterward. ~THE MERCENARY~ Others suggested: Default Attack should NOT make character "nudge" forward. DJFlare84 suggested: Default attack becomes a 3-slash combo (like a certain MegaMan character we should all know and love). Others suggested: Alternatively, instead of the above, allow Mercenary to run while using Default Attack. ~THE THRASHER~ DJFlare84 suggested: Add to the game! *Nudge-Nudge, Wink-Wink!* ~CONCERNING: HUNTRESS~ I'm not saying I don't like the Huntress. In fact, she's UNARGUABLY the best character there is to play. Her ability to use all her skills WHILE RUNNING, coupled with her skills auto-aiming left or right for you make it nearly impossible to die. Normally, I feel like characters with such survival advantages should have some disadvantages in other departments. Not to bring the Huntress down, but rather to make character selection a much tougher choice than "Do I want to play Huntress, or do I want to actually challenge myself?". ~CONCERNING: HAN-D~ Eh, I know not many people will agree with my suggestion. I just felt like the hammer ought to be more powerful. Such a big windup for such little damage? I mean, I know it cools down fast. But I'd RATHER have a strong attack with a higher cooldown than another weak attack that just has the bonus of bouncing people into the air. I mean, really... ~CONCERNING: THE MERCENARY/ACRID~ The only real complaint raised about the Mercenary/Acrid so far is that the default attack causes them to nudge forward a bit, and this can be annoying if you're trying to attack a trapped enemy from a raised platform, or even toe-to-toe when repeated swipes eventually put you behind a standing target. As for the Mercenary's 3-slash combo, it's just something I'd find very neat and I think it would feel more natural and make the primary attack more interesting to use. Of course it should be balanced by maybe having a slightly longer rest at the end to make up for the extra hits? ~CONCERNING: THE SNIPER~ Someone suggested that the skill "Snipe" is completely redundant because you get the exact same effect by simply not-charging the STEADY-AIM skill, and I agree. I also don't think removing the cooldown on STEADY-AIM would be unbalanced at all. Needing to charge AND stand still to get a more powerful shot is enough of a balancing factor. It was also mentioned that the piercing on even a fully charged shot left a little to be desired, and we'd like to see that improved a bit more. Now, the suggestion about Freeze Cracker was made in light of the fact that Sniper has effectively ZERO ability to fight against tightly-packed groups of enemies in tight spaces (a situation for which I have coined the term "Jar of Ants"). There are some areas where the Sniper can utilize another platform across the way and simply shoot fish in a barrel, but many areas in the game are NOT like that, leaving the Sniper little choice but to hope he has a USE item that can help him (such as Jar of Souls), or to jump in and out of the crowd spamming SNIPE (which could WORK, but is a terrible idea because it takes forever and time is an issue). Freeze Cracker would drop a canister at the Sniper's current position that emits a cloud of freezing fog. Enemies wandering into the fog have a high (if not 100%) chance of becoming frozen solid for a limited time, and the cloud lingers, re-freezing enemies that continue to wander into it. ~CONCERNING: THE THRASHER~ ... what? He's my character. I'll vouch for him if I wanna!