I noticed that many classes have become under-used or outshined by other "similar" or better classes. For example, Acrobats niche of taking no fall damage is awesome, but due to the high cooldown for double-jumping, the mobility and fun of the class is impaired, whilst Scouts' can run around and fling themselves up for a measly 2.5 second cooldown. I have added my suggestions below on a a few classes which I think are underperforming and could use some love from the Annihilation Developers. Acrobat: Decrease double jump cooldown from 10 seconds -----> 6 seconds. Berserker: Re-add the active item berserker had that negated knockback for a few seconds. Defender: Defender is an extremely underwhelming and poorly designed class in my honest opinion. Defender should be a viable class to pick throughout every phase, that does not rely on an "un-defended & damaged nexus" to be more bulky to actually get picked as a class. This is just counterintuitive. Proposed changes: (Ability to gain hearts the lower the nexus health is removed). Defender gains a new bonus each Phase, allowing Defender to get progressively stronger the longer the game lasts. Phase 1 - Defender spawns with the usual gear and permanent Regeneration I whilst near the nexus. Phase 2 - Defender gains 1 heart. Phase 3 - Defender gains 2 hearts. Phase 4 - Defender gains 2 hearts. Phase 5 - Defender gains permanent Resistance I. Whilst in combat, the Defender gains Regeneration II for 3 seconds (refreshes in combat). Ninja: - Username is invisible to enemies when out of combat. - Footsteps are silenced. - Ability to go invisible for 5 seconds when the smoke-bomb is used on themselves. Spider: (Remove cobweb ability) - Has a 33% chance to inflict poison for 2 seconds (same as bloodmage, but fits the Spider class better) - Spider Eye item that inflicts nearby enemies in 5x5 blocks with poison damage for 1 and a half hearts. Vampire Vampire does not feel like it fulfills the fantasy of being a strong class during the night. - Vampire regains Resistance I during the night, with a 20% chance to steal half a heart from enemies. - Vampire keeps blood-sense, but instead all marked enemies receive 12% extra damage from the Vampire. - During the day, Vampire losses the life steal, resistance, and the ability to use blood-sense (becoming a normal Civilian class player during the day). - No de-buffs (like weakness or extra damage received) are not needed as this will incite people to just change class during the day). This allows players to keep using the Vampire class during the day if they want. Please leave constructive and substantive feedback in the comments. (i.e. I don't like this because x, y and z reasons; or I think this stat should be lowered/increased/removed/added because x, y, and z reasons).