The video offers a sophisticated framework for revitalizing stagnant game mechanics through nuanced sub-stats. It effectively bridges the gap between abstract design theory and practical player experience.
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These Stats are Outdated! So, I Changed Them! | Dandy's World
Added:Hello everyone. It's me, [music] Lee, back again with four Dandy's World.
And for this video, yep, it [music] is finally here. I'm going to be going over some concepts for potential stat changes for Stamina, Stealth, and Skill Check, like you know, all that good stuff. It took me so long to get to making this video because of school and technical difficulties, but hey, [music] it's finally here. And and I can't wait to share my ideas and concepts with you guys. So, without further ado, let's get started.
>> [music] >> All right, the first stat coming up here is going to be Stamina. Stamina determines how much Stamina your toon starts off with. The average toon will have 157 units, aka three stars. You But you can have as little as 100 Stamina or have so much as 200 Stamina. Now, the issue with Stamina is that it is arguably the most underwhelming stat in the game. It can be easily mitigated with Stamina management, with cards, with trinkets. Although, you're not really going to be using trinkets for Stamina. You're going to use other trinkets, such as movie speed trinkets and whatnot, and so on and so forth.
This has caused Stamina to become a dump stat. Well, basically Well, basically having a lot of stars on Stamina is completely useless. The most you're ever going to need on Stamina is one star, two star, maybe even three stars if you're planning on trying to, like you know, distract or whatnot. But you will find that having more than three stars of Stamina is just not worth it, especially when you consider factors such as Stamina management, plus cards like Endurance will pays, Times Up, you name it. So, how do we fix this? How do we make Stamina a stat that's actually important to take into consideration when choosing your toon? Well, here's my [music] idea for Stamina. So, my idea for Stamina is that it's no longer going to only affect how much you start off with, but it's also going to affect how fast you regenerate it and how long you'll be in the exhaustion period for. So, for one star stamina, your tune is going to start off with 100 stamina as usual, but they'll also only regenerate 1.5 stamina per second and must regenerate 20% of the total stamina to end the exhaustion period and so on so forth. With five star stamina, you get >> [music] >> not only 200 stamina, but you also regenerate 3.5 stamina units per second and you must regenerate 10% of your stamina to end your exhaustion period.
This will give stamina more depth as an overall stat and make it a stat that's actually worth taking into consideration with how many stars you have in it.
Also, not only do I want to change how stamina as a stat works, but I also want to give stamina a new sub stat and also give some changes to to mechanics that are related to stamina. So, the new effect that I want to give to stamina is called stamina drain. Basically, it just determines how fast your tune's stamina [music] drains when sprinting. It's a sub stat for stamina. I generally don't know why they haven't add this yet since it seems like a no-brainer idea if you ask me. Anyways, following that up, I do want to also give the tired debuff a change to where tired can now affect stamina drain by increasing stamina used when sprinting. With tired one giving 25% additional stamina drain to tired three giving a 50% additional stamina stamina drain. This makes it to where tired is now a much more important debuff to be taken into consideration because I think I personally, and y'all might agree with this, tired is by far the most underwhelming debuff in the game. Like, it is not that worrisome and it can be negated easily with stamina abilities and items. So, I feel like this um little bit more depth to the uh debuff would definitely help it [music] out. And lastly for stamina, I did want to give some changes to the cards that affect stamina, being endurance and well paced. And basically, instead of giving you extra stamina units now, endurance and well paced will now reduce stamina drain by 7.5% when sprinting. This can be added up to 15% less stamina drain when sprinting. And the reason why I did this is because I didn't want stamina to just be overinflated in terms of how many units of stamina you can have. Because the more stamina units you have, the longer it takes for it to regenerate. And I didn't want stamina to just stamina units to get overinflated as a stat. So, I thought that something like this would be pretty nice. So, it doesn't add on with Dial's cards, because the problem I have with Dial's cards is that it overinflates your stamina, which makes it take [music] longer to regenerate. And I don't think we need to be increasing that in any form or so, I think this would be good.
I do also think that some trinkets should be changed to help combat the stamina inflation issue, but that's just me though.
>> [music] >> All right. Next up is going to be stealth. Stealth as of now determines how far twisters [music] can detect you with their circular and direct vision, and it also affects your target priority, with the lowest stealth being prioritized the most, with that while the highest stealth is prioritized the least. Stealth isn't necessarily a bad stat. It just suffers a fairly similar issue with stamina. It that being it's underwhelming when you have very low stealth, while also being underwhelming if you have fairly high stealth. For example, when you want to like, you know, aid your teammates by helping them in chases or trying to well the shrag, you're ever only going to need two stars on stealth. Maybe one if you really want to be on the front lines, but personally, in my opinion, you're only going to ever need two stars on stealth.
I think one star stealth is overdoing it a little bit in my opinion. I only find that you're ever going to need two stars [music] on stealth. Same thing goes for four and five star stealth. If you want to be a stealthy tune, then you're only ever going to need four stars on stealth. Five stars on stealth doesn't really do much, especially with the fact that there's barely any five star stealth tunes in the game. There's only two of them currently being Astro and Connie. So, to fix that issue, I decided to do a similar thing what I did with stamina and and made effect more sub stats than just stealth units. So, here's my idea. For stealth, stealth will no longer only affect stealth units, but it will also affect attention span and detection delay. And you're probably wondering, what's detection delay? Well, this is a new sub stat that I came up with for stealth. Detection delay determines how long you be within a twisted detection range and in line of sight before you before the twisted actually notices you and start chasing you. But, if you're within a twisted circular and direct vision, or if your stealth units are in the negative, you'll instantly notice regardless of your stealth statistics. This doesn't have any effect if twisteds are in the chase already, so you can still help out your teammates by taking aggro off them without having to worry about detection delay. And here's what it will look like on the potency unit. So, with one star stealth, they don't have any detection delay. They're instantly detected upon getting in line of sight. While for five star stealth, they have a a two second detection delay. Meaning that for seconds while in detection range, the twisteds won't actually notice them until the delay ends. Stealth will also now affect attention span with one star stealth having five more seconds of attention span and vice versa for five stars.
This will make stealth not so underwhelming in very high or low number of stars. So, like for one and five star stealth, the effects are going to be much more noticeable than what they are now because you will have to account for the extra attention span and you will have to [music] account for the detection delay, which is my concept for sub stealth or stealth. And lastly, I ultimately feel like this can ultimately help stealth determine your tune's play style, whether you're going to be getting a nose a lot and chase a lot and maybe even using your low stealth to help out tunes in the chase or if you have very high stealth, [music] it could encourage a fairly stealthy play style, getting them out of choices about them even nosing you and losing them a lot quicker.
>> [music] >> Last up for the stats is skill check.
Skill check as of now determines your skill check size, value, speed and how many times you have to click. Skill check, I will argue, is a better developed stat compared to the others because unlike most of the other stats, this stat always has depth to it with size, value, speed and how many times you have to click. Even though it may be spread out on different machine types, it still has that like, you know, depth to it. It still like, you know, affects a variety of different sub stats and I feel like that's pretty good. So, what's the problem with skill check? The problem with skill check is that the spread of skill check is way too much in between one star skill check and five star skill check and I feel like this really shows on dial's floor where if you're a one star skill check tune, you kind of put into a lose-lose situation because if you try to help your team and you end up missing your skill check because it's really small or the skill check speed is really fast on circle machines, then you're going to end up getting your teammates killed because it's inevitable, but you're going to miss your skill checks eventually, especially on those circle machines. And if you choose to not help your team, then you become a semi-liability for the entire floor because you're not going to be able to help out with the machines, which is the main objective of the entire game. So, I feel like being put into that lost lost situation is pretty dumb in my opinion, even if you're not on doctor's orders. It's still a little dumb. I'm sorry. I just find it that way. So, the solution for this is rather [music] simple. Just close the gap between the skill check spread, if you know what I'm talking about. So, basically, tunes with one star skill check will have 100 skill check size and two skill check speed, while five star skill check tunes will have 200 skill check size and four skill check speed.
This would fix the issue of the skill check blade between one star and five star skill check, and it would also make it to where you can still help out quite effectively, if you know how to hit your skill checks, instead of just being doomed with one star skill check and being faced with the reality that you're eventually going to miss, no matter how good you are.
All right, that's going to be it for today's video. That was my concepts and ideas for changing cinema, stealth, and skill check. I hope you guys enjoyed reading and listening to my concepts and ideas. If you want to leave some comments below, like saying that whether you disagree or agree with my ideas, or bringing up some points that I may have missed, please let me know. I would really appreciate it. Anyways, I'll see all you guys later. [music] Bye-bye.
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