I'll go ahead and throw my thoughts on these: No problems with this, Para is fairly hard hitting. The system currently takes both into account. What it does is, take the average player level, multiplies by the number of players and uses that value as a factor for 'team strength'. If there are fewer players, but higher levels, it will be just as difficult as if there are more players, but a slightly lower average level. I can probably block tank claw hits after it teleports, that sounds fair. Done. The issue with custom maps is compatibility. Some maps are boring, some don't mesh well with PR, and some just outright crash or are unstable in other ways. There's also the fact that we have to then manually set up the finale hook. That being said, if you have any suggestions, through them in the custom coop thread. I can bump it up a bit, but quest items are meant to be scavenged for in some regard. VS will end up being standardized in 1.8, so we'll end up performing some re-balancing as a whole for it. Buff could do with some improvements, might make it decay faster/sooner when equipped. Code looks fine to me, and well, it's a chance, 90% doesn't mean guaranteed effect. Most stuns have a grace period, the only thing that doesn't in memory is Supreme Infernal, which I might simply lower the stun duration. The way it works is that it's tentacles stun on detonation, meant to keep players from staying in spot for too long. The max level needed for Bulletproof Vest is already only level 48, which I think is fine. It's a matter of getting them to upgrade anything in the first place, and the cash if needed. Whenever a player at level 50 earns more than 1500 exp (e.g. Tank kills) they get a guide message in chat informing them about being capped. The buff crafting will probably be part of the proposed buff enhancement system. The only SI that have temporary immunity is the Smoker and Spitter, even without being Uber. I'm not sure a standalone buff just for these is worth much, I could combine with another, I'll have to see. I think 4 weapons is plenty, even with Tank Frenzy I hardly go through all 4 personally. Even then, if you had to go through that many weapons, you'd probably end up with enough bounty to buy another weapon/ammo. I can add a message when it's off cooldown, sure. Witch info doesn't seem like an problem, issue with SI/Uber is that there are so many damage modifiers it may not be possible to get them all. Health and base damage may be simple, however.