<https://forums.gamersfirst.com/topic/15097-would-you-buff-kevlar/#comment-191966>
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"With the way things are currently absolutely not. If you like it or not the game has been balanced around Clotting Agent for many years, even prior to LO taking over, if Kevlar were to become Meta the way things are right now it would throw all this balance out of the window and make the game even slower. APB's movement is fantastic, any downside to movement speed will put you at a disadvantage in many scenarios. Kevlar also has recieved a somewhat direct buff with the buff to Med Spray, having instant regen that twice as fast syngerizes really well and it is on a low cooldown on top of that.\n \n\n\n\t \n \n\n\n\tI think in an ideal world Clotting agent and base regen should be looked at in a way that doesn't change how the regen speeds etc work currently. What I mean with this is to take the route of making CA2 (Currently the fastest regen in the game) the BASE regen, this is to primarily help out new players. On top of that Clotting Agent 3 simply turns into \"Clotting Agent\", this would mean that a lot of math would have to be done to keep CA3's regen speeds the same as it is now due to the base regen being the equivalent to CA2 now. This work however would free up a lot of potential buffs to underused green mods to not necessarily make them become meta but put them in a more healthy spot compared to Clotting Agent. \n \n\n\n\t \n \n\n\n\tAPB is a fast paced game and the base regen is incredibly slow and I think this is where the primary issues with Kevlar / Fragile / Flak Jacket lies, however, lets say CA2 regen speed was the baseline, this would obviously be too much, however, this way they could apply multiple changes to Kevlar for example without having to almost remove the downside of Kevlar which is the movement speed. Here's an example of what I mean.\n \n\n\n\t \n \n\n\n\tCurrently Kevlar 3 gives you the following stats:\n \n\n\n\t \n \n\n\n\t+30% Player Health (1300)\n \n\n\n\t-20% Sprint Speed\n \n\n\n\t-20% Run Speed\n \n\n\n\t \n \n\n\n\tWith CA2 being the baseline you not only help the new player experience but also open yourself up to giving Kevlar a slight buff by adjusting its regen time to be somewhere around CA1 right now. (Theoretical nerf because CA2 is baseline but having the fastest regen in the game on top of 30% health would be broken.)\n \n\n\n\t \n \n\n\n\tSo a buffed Kevlar could look like this:\n \n\n\n\t \n \n\n\n\t+30% Player Health (1300)\n \n\n\n\t-12% Sprint Speed\n \n\n\n\t-12% Run Speed\n \n\n\n\t~Regen Values: Clotting Agent 2 &gt; Clotting Agent 1 \n \n\n\n\t \n \n\n\n\tThis is technically already possible but my approach would tackle a few issues all at once, namely balance issues with Green mods, New Player Experience and Item Bloat. \n \n\n\n\t \n \n\n\n\tThere's a lot in this approach that would have to be thought through such as the math behind the whole thing and what to do with other mods but balancing the underused green mods is not an easy task and one would have to be extremely careful with what exactly is done because on paper mods like Kevlar being strong or possibly too strong could quickly end up as a terrible feeling for actual gameplay mainly because of weapon balance but also gameplay flow, muscle memory and game sense being thrown out of the window, however, if executed well the way all levels of Clotting Agent behave the exact same way and other green mods could have a slightly increased regen.\n \n"
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