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So,I would like to push back on point 7 a bit.  First, I just went into the game and checked and you get exactly 1 weapon xp per attack, hit or miss, ranged or melee (I didn't check the smg burst fire but I assume it gives 3 xp for the 3 attacks since combo punch gives 2 xp for 2 misses and I did check that).  Now, what I would hope you don't do is change this to make misses give no xp since that would both throw off the pacing of how you gain weapon traits and punish the player for missing when they're low "level" and more likely to need the xp.  Again, this is only a "problem" with the tailbiter alchemist since she has no long range way to end the fight currently, so you can start a fight with her, select a melee attack at max range, and then just hold down enter for as much melee and aphrodisiac xp as you want for the minimum number of game actions and resources (since you don't spend water food or energy as long as you don't leave or lose a fight).  Ultimatly though this isn't a huge issue so if it's left unaddressed I wouldn't lose any sleep over it.


However, if there's one thing I'd really really really hope you do change is point 3.  I understand that it's clear to you that activating both perks at the same time is a bad idea, but as long as it's not hard locked out, players will do it.  Whether they misread the perks and think the bonus from one is larger than the penalty from the other, don't pay attention to the numbers in the first place, or activate one and then forget to deactivate it before activating the other, it's absolutely going to happen, and there's no reason to let it.  There's no circumstance that I can conceive of (and I've played a lot of games with a lot of exploits so I can conceive of a lot) in which you'd want to have both turned on so I genuinely ask, if there's only one change you make as a result of my feedback, it be this one of locking one focus perk when you take the other.

Ah, yes, sorry, you're right! I was thinking of an older version where it didn't track misses. Don't worry, I won't be changing it.

I need to add more context to the upgrade system anyway, so when I do, I'll see about locking players out of either of those focus perks. It'd be useful to have a system like that anyway.
Thanks again!