Hey
Personally I think the extra health is what makes the game the most challenging… The biggest problem is how underpowered our weapons are, relative to their health… The whole “bullet sponge enemies” thing…
TC has, partially, addressed this in several classes with perks… BUT perks are expensive, and take time to level up…
Throwing in double health, on wave 11, when most players will have very few perks up, drastically increases the difficulty level of the game…
In fact, I’d argue that waves 11-20 tend to be more difficult than waves 21-30, because the increase in “difficulty” after wave 20 is more than compensated for by the higher perk level which players are able to buy…
So it feels like the ‘real difficulty’ of the game is not a non-decreasing function, which makes no sense… It jumps up at 11, then it drops between 15 and 25, then is increases again later…
In the old days,before Perks, it didn’t make any difference, but now I’d like the poisons to take into account the perk progression… Plus this health increase at 11 means that people are likely to invest into damage perks early, instead of donating towards the base… because they HAVE to…
IMO, we should have:
11 - double accuracy
21 - double lethal
31 - double health
41 - same as now
