//==========[Weapons]=============\\

[Nailgun]:
	Fire speed reduced slightly.
	(Fires a nail every 4 tics, instead of 3.
	 On-paper DPS is now ~105, from 140. Machinegun DPS is 90.)

[Super Nailgun]:
	Damage 20 -> 18 
	(Nail every 3rd tic. (210dps)

[Lighting Gun]:
	Pushback reduced by 42% (200 -> 84)
	Range decreased by 28%
	Damage set to 9 (155 DPS from 122.5)
	
	(Heavy Machinegun DPS is 100.
	Super Nailgun DPS is 210.
	The LG is now exactly centered between
	the two, but with reduced range which
	allows the HMG to shine in more scenarios)

[Tribolt]: 
	Recovery from ~1.3s to 1.2 seconds. Damage from 45 to 40.
	
//==========[Movement]=============\\

Gordon Freeman now has his own unique movement class:
"GldSrc Movement"
(Details at Gordon's section)

Doom characters now have higher ground speed, matching the original DooM.
Doom movement now has much lower air acceleration to keep strafe-jumps in check.
Doom characters also have seen numerous buffs to their kits.

CPM champions now have reduced air acceleration,
and a slower run speed to reduce their counter-strafe
ability, as a trade-off for their incredible movement.

Kane's crouchslide properties now change along a spectrum.
Instead of a flat buff, his crouchslide speed is determined
by either, his fall height, or his current momentum.
(Details at end of document)

 
 
//==========[Characters]==============\\

[Corvus]
	Reduced Corvus' flight speed from 142% to 116%
	Corvus now takes 125% damage when in flight. A debuff icon will be shown.
	
	Corvus now has a "Burnout" mechanic tying his Regeneration to his Flight stocks:
	When fully stocked, Corvus heals 2HP/s.
	At 2 stocks, regen is reduced to 1HP/s, and his movement reduced to 98%.
	At 1 stock, Corvus receives no regeneration, and moves at 96% speed. 
	At 0 stock, Corvus takes 1.125% more damage and moves at 94%
	
	Corvus now has an additional passive: "Miruvor"
	Hourglasses now also give Corvus HP.
	Small Hourglasses +3HP
	Large Hourglasses +10HP
	Use this passive to keep Burnout at bay.
 

[Doomguy]: 
	BFG Cooldown from 60s to 40s.
	BFG ending animation reduced. (Weapon holster occurs faster)
	
	Base Max Armor set to 100AP from 75AP.
	Max Armor Overstack increased to 200AP.
	Doomslayer now has an additional passive: "Blue Armor"
	Overstacked armor no longer degenerates.
	
	This homage to the original DOOM provides Doomguy
	with a very high defensive potential. New players 
	gravitate to the Doomslayer, and this passive allows
	them to make a few more mistakes before being killed.
 
[Duke Nukem]:
	Ice projectiles move 20% faster.
	Hourglasses give Duke 4 shots, from 12.
	Duke's Freezegun is now fully automatic, changed from burst.
	
	(Duke can now place his Freeze shots with more accuracy, and save more ammunition.
	 Less ammo is given by small hourglasses to increase the penalty for missing.)

[Freeman]:
	GldSrc movement is characterized by a lack of normal strafejumping,
	but a satisfying air-controlled bunnyhop.
	
	While holding forward, Gordon cannot air-control or strafejump.
	However, if forward is released, he has better air-control and 
	air-controlled acceleration than even CPM champions.
	
	Freeman can now also "Long-jump" anytime he is crouching on the ground.
	Long-jumps have a 2 second cooldown, but round out his otherwise slower
	base movement. Long-jumps can also push him past the 700 u/s speed cap.
	
	Gordon's Active Ability has also been completely replaced with the "Pheropod".
	Gordon's Active Ability cooldown duration has been increased.
	
	On impact, a Pheropod will spawn 3 antlions.
	In PvP, every 8 seconds thereafter, one more antlion will emerge,
	with a 50% chance to spawn two, and 25% for three. 
	Pheropods will time out after 96 seconds, and leave a 
	conspicuous green cloud betraying their position.
	
	Pheropods can be shot, and have only 2HP.
	Pods are invulnverable during the initial spawn period.
	
	In PvE, the pod will be destroyed instantly,
	spawning 6 antlions with much stronger stats.
 
[Kane]:
	Kane's injection now heals 100HP over 10 seconds, instead of 75hp instantly.
	
	Kane's crouchslide now changes based on either, the height of his jumps, or
	his current horizontal momentum. There are 7 levels, and at the highest levels
	he receives bonus speed for the duration of his next slide.
	(Details at bottom of document)
 
[Galen]:
	Ability Cooldown from 35s to 30s.
	Totems now have 80HP.
	Galen's totems now do 60% of their original damage. (45, from 75)
	A Super Totem's (Placing a totem with 3 totems already placed) damage is unchanged.
	
	[Channeling]:
	Galen's passive now overstacks 20% of stimpacks and medikits. (5hp & 10hp)
	Use this to continue proccing his passive, "Channeling".
	These will now give him 5% and 10% cooldown reduction, respectively. 
	(Was -10% for both)
	HP Bonuses give -2% cooldown reduction.

[Keel]
	Keel now carries 6 grenades, from 5.
	Keel now fires his grenades in an alternating sequence:
	(Left shoulder > Right shoulder > Left...)
	Grenades fire in an arc, at a slightly changed angle.
	Direct hit damage increased to 96.
	Splash damage radius greatly increased.

	Splash damage decreased greatly.
	The firing delay in between grenades
	has been tripled.

	These changes force Keel to adjust his cursor position
	if he wants to land direct hits.
	They force him to place his shots more carefully, with
	the extended delay. They also force him to move away from
	corners (cover) more often.

	With this increase in required player agency, the reward for
	the grenade itself has been increased substantially.
 
[Major]:
	Cooldown increased by 5 seconds. (45 to 50)
	Active Ability Duration increased by 2 seconds.
	Active Ability firing input changed from "Fire" to "Active Ability" key.
	Major can now fire her weapon while using her Active Ability.
	
	These changes are intended to allow Major to both defend herself
	while setting airstrikes, or pressure her opponents
	into them.
	 
[Menelkir]:
	New "Bloodlust" passive.
	
	[Bloodlust]
	Killing monsters will extend your minion's life
	and raise his health slightly. Killing a player 
	now refreshes your servant's timer fully, and
	slightly increases his health, instead of lowering it.
	Keep fragging to keep Dave alive as long as possible!
	
	Speed reduced by 20%
	He is now the slowest of all Doom characters.
	(But still faster than in vanilla qcdev3.0)

	Menelkir can now wield his own new, personal weapon:
	The Arc of Death.
	Equip it by holding the USE key.
	
	The Arc is a short range WMD with 2 firing modes.
	Primary fire unleashes a short, but devastating beam.
	Alt-fire performs a CQC blast and summons an electrical storm.
	
	The Arc also comes with a new "Mana" ammunition.
	Mana regenerates over time when not in use.
	
	[Hex] 
	Kills now also award bonus Mana to Menelkir.
	Monsters give +10.
	Players give +30.
 
[Orbb]:
	Ability cooldown from 45s to 40s.
	Drone now has 10 more seconds of active use. (25s -> 35s)
	(Orbb can now reliably watch or pressure key locations more effectively)
	Drone's explosion damage increased by ~60%.
	Drone's explosion splash-damage falloff increased.
 
[Ranger]: (Thanks Kultasakaali)
	Increased ability cooldown 25 -> 35 secs
	Reduced Dire Orb ripping damage 30 -> 15
	Reduced Dire Orb explosion damage 100 -> 70
	Can't teleport for 11 tics after Dire Orb thrown
	(.2 seconds)

[Vor Matur]
	Horror will strengthen as he inflicts
	damage. Buffs are lost on death.
	At 450 damage: +25% Radius  + Blood Fountain
	At 666 damage: +56% Radius  + Blood Storm
	At 1000 damage:+200% Radius + Storm & Torments.
	Blood Fountain: Spews damaging black filth at Horror's center.
	Blood Storm: A damaging black aura swirls within Horror's AoE.
	Torture: Deals inescapable DOT
	
[Zedek]: 
	Changed stomp damage formula to deal much less damage from small drops,
	little less damage from high drops. (Thanks Kultasakaali)
	Stomps now launch objects a small amount.
	Zedek's speed is faster than Menelkir's, but slower than the middle-weight Doom characters.
	 
[General Changes]:
Updated the "Movement Class" descriptions to highlight strengths, weaknesses,
and added an input tutorial for their respective movement techniques.

Fixed random grammatical errors in some lore/descriptions.

Simulacrums and antlions now have ally markers above their head.
Kane now also receives a haste icon when he achieves slide levels 5, 6, and 7.
Further updated character descriptions to match current mechanics.
	
//==========[Kane Boost levels]==============\\
	
Level 1:
Normal jump height, high friction.
Expect speeds matching normal movement speeds. (350-400)

Level 2:
Nailjump height. Friction reduced by 20%

Level 3:
Tri-bolt jump height. Friction reduced by 40%

Level 4:
From heights of 456-599
(About 2 player heights, most stairwells); Friction reduced by 60%
Expect speeds of 400-600.

Level 5:
From heights of 600-749 OR speeds of ~700 (Jumping from Blood Covenant's 2nd floor to the 1st floor) 
Friction reduced 70%.
Grants +10% bonus speed. 
Expect speeds around 700+.

Level 6: 
From heights of 750-899 (A rocket jump or using the Rocket Jump-pad in Blood Covenant)
Friction reduced by 84%.
Grants +20% speed boost. 
Expect speeds over 1000+

Level 7:
From heights of 900+:
+200% speed boost.
Friction reduced by 94%.
Go plaid.


[Theories:] 
	Corvus is an incredibly powerful character.
He doesn't need to plan around map design, and can both
rushdown, or retreat, better than nearly anyone else in the game.
On top of this, his healing keeps him stacked up no matter his play.
These changes force Corvus to both manage his flight
mechanic, and punish him for its carefree use.

	Galen is a solid, defensive, "map control" character.
He, however, had difficulty proccing his passive consistently
without the nailgun and this made it difficult to set up multiple totems,
especially on small maps or solo game-modes.
His previous buffs helped this, but his map control will be strengthened 
further with this ability to deny health pickups. Totem damage has been
reduced for the, likely, increased chance of running into one.

	Gordon's active ability was, while very fun in PvE, nearly useless in PVP.
It required precise timing, even after the previous buffs, offered little reward,
yet potentially fatal consequences.
His new active ability gives him a much more obvious presence on the battlefield, and
retains the notably fun, infighting factor that his original A.A. possessed.

VorMatur falls off at higher levels of play due to his large frame
and rushdown oriented gambles.
His typical playstyle revolves around outtanking your damage, and 
bleeding on you to add onto nailgun DPS, etc.
His new additions reward defensive play and strengthen his ambushes.

Menelkir remains difficult to balance.
This iteration tries to solidy him as a close-range DPS Tonberry.	
