# Changes to the willpower attribute

**URL:** <https://forums.snapshotgames.com/t/changes-to-the-willpower-attribute/4585>\
**Category:** Game Feedback\
**Created:** [September 29, 2019, 11:09am UTC](https://forums.snapshotgames.com/t/changes-to-the-willpower-attribute/4585 "2019-09-29T11:09:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![SpiteAndMalice](https://yyz2.discourse-cdn.com/flex036/user_avatar/forums.snapshotgames.com/spiteandmalice/32/39_2.png) [@SpiteAndMalice](https://forums.snapshotgames.com/u/SpiteAndMalice)\
**Post date:** [September 29, 2019, 11:09am UTC](https://forums.snapshotgames.com/t/changes-to-the-willpower-attribute/4585/1 "2019-09-29T11:09:20Z")

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At the moment willpower is being used via a few perks in particular to create some really cheesy game play. (1 turn rushing by assaults to clear the map etc)

So a couple of change to how willpower works that might help with this:

- Only allow will power boosts to apply at the end of the turn for each solider. If you can’t rush \> kill \> claim willpower back \> rush \> kill \> claim willpower back because you’re not getting the will power back until the following turn then this loop would be broken.

- Set a soldier’s starting willpower as a maximum value. - If you can’t go beyond the starting will power for a given solider then you can’t bank an excess of willpower in advance before going into that rush \> kill \> rush \> kill cycle.

- Make any decreases in willpower apply to that maximum willpower value. - This would mean that horror aspects of the fight have impact; the longer a soldier is exposed to Pandorian forces and/or mist the lower their resilience to it.
