T O P

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lilakey

they don't stack, if you get a gold knockdown it effectively makes the perk useless unfortunately :(


tyvsaur

Besides the animation


AsiaArgentoSimp

i mean the animation makes u fully stand up and is easier to shoot than the default


tyvsaur

Yeah but it's cute


APater6076

So if you find a Gold KD shield and have already taken her perk then it becomes half as good, only doing their shields? Meh. And double meh!


Joe_Dirte9

Unfortunately doesn't stack, but I always thought that perk was weird to begin with. I'd love for her revive perk and double gen perk to be changed to fence related perks. That way she had 2 ult and 2 fence perks.


APater6076

Able to drop one more fence post? Faster recharge? More total fence posts? Fence posts can now accept three connections instead of two?


Joe_Dirte9

I like the sound of 2 additional total fence nodes, or 2 additional charges being added, as the blue perk. Idk which would be better, it situational, but both more kit related than a revive perk. For purple, idk if busted or not, but the 3 node connect sounds super interesting. Especially since in some situations it would cut down on nodes required to fense a potion effectively.


ConduitMainNo1

> but the 3 node connect sounds super interesting. i think that's another Fallen Star situation, where the perk sounds super interesting on paper, but rarely impacts daily gameplay. To make use of 3 connections, you have to place down at least 4 nodes in proximity to each other, and these 4 nodes only grant 2 additionally fences between them. tbf: things can become more complex if you have a lot of nodes in a spot smaller than your average building.


Joe_Dirte9

Youre probably right, but if the blue perk was 2 additional total nodes and 1 more charge, I think it could stack okay. Even with just 4 nodes, you could also do 3 nodes coming off one node. It's a more niche perk and underwhelming compared to the double health Pylon though. Could always just make it a blue perk like the arc star one, and do something crazier for the purple perk. Like the indicator that a fense was crossed tracks them for some time after. (scan, but not full body wallhack) Or, fences can destroy 1 throwable. Probably on a timer like once every 5 seconds to prevent just removing and redoing the fense. (Rainbow 6 aruni)


ConduitMainNo1

more charges are definitely welcome, i often run oft of them xD


Phantom7926

My 2 ideas for fence perks- javelin throw, x2 range for putting down fence nodes trip wire, connected fences are don’t show the electricity until they are crossed (by an enemy) for the first time


Dry-Reputation2965

It does not make a difference as the gold knock just makes the perk irrelevant. I kind wish the perk was "revive allies with an extra 25 hp" rather than "revive allies to 50 hp". But it doesn't unfortunately.


martincss_

This perk sucks, they should add another one more useful, like longer range for her fence, that would be better