Hi so I'm here to share what I think should be done with BH in regards to balancing the game itself and less the maps since I feel like they're pretty well taken care of at the moment (though I still have a bit to share on maps). I want to get started with a huge part of hunting: the queue. In a recent update, the UUID queue was removed, which was fantastic. It was replaced with a different queue that we haven't figured out quite yet but we know it's not completely random and it's not UUID based. This is a huge issue (not as big an issue as the previous queue) considering that players are no longer guaranteed to be above others in the queue. This should be changed to completely random. Another big problem: people being afk and taking the queue. It's painful to watch someone afk a win while you missed the queue, and even more painful to watch someone get hunter when they weren't queued, complain, and leave, making some other hider get moved to hunters. To combat this, Kobra and I talked about this and we think the best solution is the following: Remove Auto-Queue For Hunters -When players switch hunter kits midgame, that becomes their default kit for queueing. This leads to the random afk players making the queue or people just trying to afk wins make the queue. If you physically make the player walk to the sheep and punch it, the queue would have far fewer people in it and the people that want to hunt will get to hunt for a win. New Moving System -Current system for moving hiders to hunters is kinda weird right now with just picking a (seemingly) random player and moving them to hunters, which isn't really fair. Instead, there should be a popup in chat for everyone that didn't make the hunter queue, wait 10 seconds, then select a random hider from anyone that didn't queue for hunter. This ensures that people getting moved are ones that want to hunt and not just a random that doesn't care ~~~ Since the above queue change, the game has witnessed a drastic and unhealthy shift toward hunter bias. Why? Because hunters who previously couldn't make the queue are now playing more since they have a much better shot at making the queue. Additionally, this change was around the time of the map changes, which nerfed the two big hider maps: Nakoji and Atlantis. With very few hider maps to hide on and more hunters hunting, it isn't looking good for the hiders. Every lobby there's always an experienced hunter or two that can wipe the lobby in 3 mins tops. Instant is still a mess of a kit that's insanely broken so players are forced into being Instant, a hated kit among both communities. To hopefully give the hiders a nudge in the right direction, I have some suggested balances in the kits to make all kits viable and have a fitting niche for the game. A few experienced players have looked over these balances and agreed with them (and added on to them), so I'm going to share them here too. Swapper Swapper is notoriously the worst kit of them all, giving no PVP advantage and being the worst victim of the F3+B bug. Its unlimited swaps gives it the opportunity to be viable in a sense of bamboozling the hunters, but with F3+B and slow solidification time, it just can't pull it off. -Add Radar resistance: radar must be within 9 blocks to pick up a hider with swapper. This will allow new afk spots that won't be picked up by radar, but once found you don't have anything to help you in pvp. This also gives a passive advantage to newer players picking up the game and hiding in houses and random blockpiles. -Give Instant's quick solidification passive: this will allow quick changes and solidifications to where going around and corner and swapping and solidifying becomes possible, opening up a huge window for tricking hunters. Instant Instant is the most hated kit in the community for how dumb you can be and still perform well with the kit, the aspect of it that disables hunters, and the insane routing potential that it has. Hopefully the below changes will make smokes have the same viability, but more fair. -Change boots to have feather falling II instead of feather falling III Feather Falling III is freakishly broken in a sense of routing because it doesn't punish you for falling as much and opens up way too many possible routes, such as dropping off a tower on eclipse and be at a reasonable amount of health. Decreasing to FF2 would help decrease that viability. -Remove blindness from smoke bombs Smoke bombs should be about getting away and less about stunning the hunters. It's unimaginably annoying to get smoked multiple times in a row since you can't see very far and your sprint is disabled. It's hell. -Remove receiving smoke bombs on a kill Getting smoke bombs on a kill gives an incentive to use them in PVP, which isn't the purpose of instant. You can easily hotkey to 7 slot, smoke, kill, and repeat for a long time, giving an unfair amount of kills and not making you choose wisely with your actions. -Increase invisibility time to 3 seconds Since I'm wanting smokes to be reworked to a getaway-oriented ability, I want to see invis time increased to give hiders the extra edge when getting away, but still not disabling the hunter. -Start with 5 smoke bombs instead of 3 Smokes are getting nerfed and you aren't getting any back on a kill, you should be given more smokes when trying to escape. They won't be as annoying since you aren't blinded and can sprint in the direction you think they went, but they'll have an extra advantage in getting away. -Increase smoke bomb cooldown to 20 seconds Smokes shouldn't be chained together, they should be used for individual escapes. Increasing the cooldown fixes such an issue. Shocker Shocker, the old meta, is meant to be the PVP kit but is overshadowed by Instant's smoke bombs. -Give projectile protection I Iron boots. Shocker should be the PVP kit so it should have the best armor. This makes the kit stronger against both axe attacks and bows and will outperform all other kits PVP-wise. Infestor Infestor is an amazing niche kit that is amazing in certain situations but becomes useless in others, and depends solely on the map layout and its infestor potential. The kit needs a few buffs to make it viable outside of a 30 second timeframe. -Decrease infest/uninfest sound range by 33% One of the main drawbacks to infestor is that the whole damn map can hear when you infest and the direction it came from. This tells a hunter where to hit blocks and will lead to an unfortunate early death. Decreasing this sound range will allow you to infest more places undetected before the game begins and let you flee without hunters knowing you left in the first place. -Add feather falling I to its boots Infestor routing, the most fun part of infestor, is screwed over by the lack of protection that the kit has. Drop shelves, arguably one of the biggest and most common parts of infestor routing, cause you to take fall damage, so the kit should have some protection in that realm to help with routing. -Decrease infest cooldown to 5s The time at which you are uninfested is where you're the most vulnerable, and decreasing that time not only decreases your vulnerability, it removes a lot of the time you waste getting to a floor switch to continue a route and will lead to, once again, better routing. Hopefully these changes throw the game back into balance, because in the end the game should be fair for both sides to keep up the competitiveness. Right now, that just isn't the case with hunters wiping lobbies easily and discouraging hiders from playing the game they once loved. Now, I want to look into the issue of Leaper overshadowing all other hunter kits. Right now, we can ignore Taser and TNT for the most part since they'll never be viable in every game as TNT has its small, niche situations and Taser has no use. Leaper Although this is the best kit, it shouldn't change. Other kits should be brought near to leaper's level of viability, but nothing too huge like another ability. Radar, TNT, and Taser On maps with higher elevation, not having the ability to leap cancel (cancel fall damage with your leap by leaping into the ground just before you hit the ground), like Mesa, Atlantis, Nakoji, and Eclipse, these kits have trouble dropping down without being severely crippled with damage while already having weak armor. Each kit should receive a 50% reduction in fall damage to allow them to drop down with a lower penalty than a leaper would. These will be small, subtle changes just to give these kits a little nudge closer to Leaper. Radar will still be #2, with TNT being at #3, and Taser at #4 in terms of viability. I don't have much to add about maps but I do want to applaud the work of BHGI and Josh for getting these maps changed to better suit gameplay, because they really are more fun to play now that each side has a shot at winning instead of having an incredible bias to one side or another. Museum I know this is getting a rework, but I have my own idea for one. These are some rough sketches to how I think Museum should be changed that would give it a push toward only a standard hunter bias. Nakoji The map became too close to being hunter bias with the recent changes, so I feel like the top floor of the main temple should be opened back up again for routing purposes. Atlantis Atlantis got its hole changes which completely ruined the gameplay for the main building. There are too many cutoffs for both hiders and hunters- and makes it painful to scale the top and having to run forever to get to an opening. Some of these holes need to be added back, for the sake of both sides. That's pretty much all I have to say, and I would like any feedback you have to be shared since we all need feedback for our ideas. Hopefully this will throw the game back into balance or at least closer to balance, but any push toward the hider side is better than nothing. Thanks for reading, and take care.