Suggested tweaks to the perks: Potential Energy and Quick Gambit;

To start, I'd like to say that I enjoy the idea of these perks and think they are overall a good perk conceptually, however the implementation they currently have leaves quite a lot to be desired, with that said I would like to put forward the changes I would make to these perks to make them better,

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Quick Gambit:

Increases the repair speed of the closest survivor who is actively repairing a generator by 6/7/8%, while you are being chased.

*this change removes the 24m required range the perk needed to activate, in practice being chased 24m from a gen being worked on is far too close and greatly puts teammates at risk, the perk will now only effect a single survivor and this will make the perk more consistent in its activation and safer for the teammates now that the range is no longer a factor.*

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Potential Energy:

After repairing Generators for a total of 8 uninterrupted seconds, press the Active Ability button to activate Potential Energy:

Your repair speed is split between charging potential energy and repairs evenly at 50%.

Every 1.5/1.2/1% of potential energy progress will gain you 1 token to a maximum of 20 tokens.

Missing Skill Checks results in losing some Tokens.

Once you stop interacting with the generator you will bank your tokens, interacting with the generator again will resume regular repairs.

Pressing active ability button while repairing before this perk activates after 8 seconds will deposit any current tokens into the generator.

Pressing active ability button after the perk activates after 8 seconds will charge potential energy if you have less than 20 tokens at that moment.

Each tokens is equivalent to 1% repair progress on a generator. Potential Energy loses all Tokens and deactivates upon losing a Health State.


*the main issues I found with this perk was the lack of control you had over it and the forced risk that came with using it, these adjustments will make the perk feel better, and give you a higher degree of control over how many stacks you want to risk carrying at a time, while still letting you progress your gen while building the stacks up, I think the risk of losing the stacks if you take a hit is very fair and adds to the decision making aspect of how many tokens you want to risk carrying in a match.*

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Those are my thoughts on how I would make these perks better, I didn't want to make them more powerful or anything like that, just tweaks that improve the utility or consistency of the perks, I'll be interested to hear feedback from everyone here, thank you.

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