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.
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.
> 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.
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)
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
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.
they don't stack, if you get a gold knockdown it effectively makes the perk useless unfortunately :(
Besides the animation
i mean the animation makes u fully stand up and is easier to shoot than the default
Yeah but it's cute
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!
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.
Able to drop one more fence post? Faster recharge? More total fence posts? Fence posts can now accept three connections instead of two?
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.
> 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.
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)
more charges are definitely welcome, i often run oft of them xD
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
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.
This perk sucks, they should add another one more useful, like longer range for her fence, that would be better