Any reason behind the health/DPS ratio of most units being close to 1-1.5 at the moment? It means everything dies almost instantly in battle. I am aware that currently balance does not really exist and everything is temporary, but I see no reason why units' hitpoints wouldn't just be increased 10 times or so. A small comparison between somewhat similar units across different games: PA Slammer 1.33 HP/DPS Starcraft 2 Thor 8.53 HP/DPS Warcraft 3 Troll Headhunter 32.35 HP/DPS So, units die about 25x times faster compared to WC3 and about 5 times faster compared to SC2. That's too fast imo. For example, currently a leveler onehits all other unts than other levelers(twohits them). This makes unit interactions quite boring with big tanky units feeling exactly as fragile as small low HP units. Edit: What this means is that units never actually fight or brawl, they just fall over at the sight of a similar opponent. A leveler onehits a slammer and almost onehits another leveler. This creates a lack of immersion as units feel like even the wind would blow them over, as if they were made of plastic or paper. A slight increase in HP would be insufficient as units would just twohit most other units of the same cost - leaving unit interactions still very flat and uninteresting. I'd say to fix it and bring survivability to levels seen in other good games like TA, units need to be given A LOT more health, I'm talking 5-10x at least. Edit 2: I'm specifically talking about the low HP of more expensive ground units here like levelers and slammers. A dox for example has an HP/DPS of 2, which doesn't seem off at all for such a small, fragile unit. But bigger units like levelers(HP/DPS 1.25) and slammers(HP/DPS 1.33) have much less relative HP(HP/DPS to be precise), giving them a plasticy feel. This is in contrary to the majority of RTS games where small units die fast to each other, but bigger units still can take a small beating from each other before going down. This is to make them feel tougher, bigger and more significant. Right now it's the opposite, which makes larger units seem more fragile than smaller in battles where both tiers aren't present.