Overcharge needs a cooldown.
Overcharge as a perk is pretty simple. Damage gen, lose progress on gen slightly faster, and give a difficult skill check. The problem arises when it comes down to the last three gens this perk becomes easily abusable making games last much longer then they should. Giving the killer ample time to either destroy all pallets or bore the survivors to death. An easy solution and probably the best one would be to give a cooldown that lasts in conjunction with the amount of time the generator spend regressing at an increased rate. Making it less abusable and still giving it a use, therefore making it more strategic to use the perk and feel more rewarding.
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