In 3.21.1, the player base health pool was highly increased which in turn will increase time to kill. These changes were presumably made from players giving feedback on "not being able to react in time" to firefights in the PU. I am for a slightly longer TTK to add variety/depth, and feel this much of an increase is a bit overboard, but the real issue right now is the 1200+ms delay in the PU between two different clients as evidenced by Dabalta's latency tests in 3.18.2 A 1200+ms delay in the PU means your reaction time is essentially worthless since the average person is able to react well under that. Test this yourself with a human benchmark test available through search engines online. There is basically no successful FPS game on the market (even open world) with this high of a delay. To add on to this, most successful FPS games have a much shorter time to kill than Star Citizen, yet still give players enough time to react and heal appropriately. A great example of this is Escape From Tarkov. For the unaware, Tarkov has a decently complex medical system with various levels and types of injuries yet has probably one of the shortest time to kills out of any game, especially considering 1shot guns are very accessible to even new players. There are little complaints of this system because players are able to react to gunfire in time and utilize the various levels of healing rather than just ending up dead on their own screen within an instant. To add on to this, longer time to kill means there is less individual influence in the fight. You are now encouraged to "mob" and rely on numbers, which is objectively not "raising the skill ceiling" in any way. A longer time to kill with 1200+ms of delay between clients will not solve the problem, I will still lose 50% of my health before I can react and even when I do, the enemy will have a 50% health advantage of me. Simply to add credit to my argument: I've played mainly FPS games exclusively (both arena and open world) for 2 decades with a lot of past and recent success in many of them. I've even helped balance some. Any game that had considerable latency issues with a long time to kill felt terrible, and ended up unsuccessful as a result. Please CIG, do not go down this same path. Your issue is in the large amounts of desync and latency present in the Persistent Universe, not the time to kill. Perhaps if you introduced weapon changes that increased DPS to mitigate this change, I would be happier. However, you just rendered all weapons with short magazines useless with this longer TTK change. In conclusion, I'm not sure even what the game actually feels like with the large amount of delay between clients. It's hard to give quality feedback when the environment is incredibly inconsistent, made worse by features like bullets being blocked by guns/magazines/grenades. TLDR: I highlight how Tarkov has a short time to kill but also has various tiers/types of injuries that happen quite frequently and effects to counter them are worth bringing into a raid for that reason. The fact quality medical gameplay can coexist with short TTK in a different game is proof that the problem with Star Citizen isn't it's TTK, but rather the large amount of delay between clients. For clarity, I do not want Star Citizen to be Tarkov. It's just an example. I am for a slightly longer TTK than what we currently have (or implementing it in a better way to add variety), but not like this. Edited a couple times to add clarity to a few subjects, sorry if you read the earliest version! Thank you for reading!