PeaceNGrease
PeaceNGrease
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@WeenieDog said:
I wouldn't think of it as survivors having an unfair advantage in respects to the tourney as a whole. I'd assume that each team has both killer and survivors, also that the role of the killer is probably to deny points than outright killing everyone ( but they can hope to do just that).
I kind of find the killer ban kind of interesting. Especially from that one competition that ended up with all the contestants going nurse vs claudettes.
If it were like that, maybe that be a bit more interesting, but I think this is just another "Killer vs. Survivor" tourney... Although the more so think about it, the smarter that type of tournament would seem..
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@Yamaoka said:
https://forum.deadbydaylight.com/en/discussion/comment/1884128#Comment_1884128
If you enjoy Hag's playstyle and want to master her you should check out Space Coconut. He has (almost) exclusively played Hag since basically... Ever.
I've been playing hag longer than Coconut.. but he's actually pretty good with her now, tbh.
Anyway great character, definitely better than clown, but potentially more stressful?
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That would cripple him to the point of unplayability. That's basically asking to play against a 115 M1 killer, except even worse because now he's taking longer to do what other killers can do if he ever decides to use his power, and if he doesn't he'll likely be looped endlessly.
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I don't think he plays well on console at all. I think you need a a full 60 fps to play him properly. But I think he's a strong A tier
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@MasterofSFL said:
https://forum.deadbydaylight.com/en/discussion/comment/1867957#Comment_1867957
Enough to be correct. Anything else you want to follow up on or is that it?
Yea, you're very wrong and only someone with very few hours thinks like you do about Bubba. He's definitely fine as is. That's all.
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@[Deleted User] said:
We were testing and some of us had haste for the rest of the game after getting hit by yellow.
So well; hope that's fixed by live or clown is going to be giving himself a hard time haha.
Lmao seriously? Not too far from my prediction I guess..
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@MasterofSFL said:
As is often the case in these threads, many want to talk till hoarse in the mouth about how something "isn't a problem" because "you can just A, B and/or C, therefore."
Leatherface isn't OP, his kit is just antithetical to the base concept of the game. He effectively forces all survivors to act as though they're injured from the start, play selfishly/solo and ignore half your perks. He's just thoroughly bad design. Plain and simple.
Exactly how many hours do you have in this game?
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@Boss said:
I don't feel bad doing it, but i don't feel good doing it either.
It's a waste of time, and i can fill that time with more enjoyable time instead.
Do you still play much, Boss?
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/1866068#Comment_1866068
And during
And after
Lol good point, easier said than done for me
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1866068#Comment_1866068
If you have PC dead by daylight I'd suggest trying the changes for yourself before making judgements. I'd wait to read the knee jerk forum posts that usually come around the day of the PTB as well.
If you're on console then you'll sadly have to rely on forum posts or youtubers to know how the changes are.
Oh I know lol, I'm used to being a second class citizen in this game, plus I know the cycle here.. If you catch my drift
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@chieften333 said:
https://forum.deadbydaylight.com/en/discussion/comment/1866055#Comment_1866055
Sounds about right
So avoid the forum's until the PTB release, then?
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@REL1_C said:
https://forum.deadbydaylight.com/en/discussion/comment/1864618#Comment_1864618
That's why it's complex lol, it'll be easy to learn, I hope :)
Eh, I'm not opposed to challenge. I don't think he'll be worse for the wear, obviously. I just don't agree with folks treating it as negligible. It would have been fine, even unique mechanically to have access to two different projectile powers. But this is just speculation anyway until someone like Clown is king tries them out on the PTB and can confirm how they feel.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1864618#Comment_1864618
It’s hardly mentally taxing to remember which of the two tonics was used last.
Anyway Clown already is a killer for players that know how to think fast on their feet. That isn’t for everyone. That won’t change once the Antidote is introduced into his kit.
I disagree man, but we'll see soon. Imo Clown is mechanically amongst the simplest killers to play (tho very effective, and has to be smart about the routes he cuts off) all he does now is cut off routes and break loops. I think you're underestimating what having more options will mean overall in the heat of the moment. I mean, Billy wasn't changed ALL that much, but he's changed tiers because of small changes, and as an ex-Billy main, I'll tell you in some regards you definitely changed how you play him.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/1864589#Comment_1864589
Stop with this typical BHVR mentality it’s literally only 0.5 seconds to switch between tonics
Lol you stop, I've been here long enough to know that they way overcorrect some of the changes they make.. If you aren't aware of it, that's on you.
And in my opinion you shouldn't have to do it, it's not just about the time it takes to switch, it means you have to keep in mind which bottle set you have on you and they share resources so forgetting in the midst of a chase or catching a survivor off guard and throwing the wrong bottle will cost you. It's not quite as insignificant as you're making it out to be, and the fact the power has benefits for survivor means they are relying on killers making mistakes at times with this power.
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I just wish he didn't have to switch tonics... It's a little too much to think about in practice and tbh, the clown is a fairly simple killer (mechanically) to begin with... This is typical of BHVR unfortunately. Sometimes they just over complicate what should be a simple function.
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It is strange. The killer should exist, it every killer should get a hood and scythe cosmetic
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The weirdest part to me is the fact that it "cures all debuffs"... Imagine if it came out broken and affected exhaustion
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@Predated said:
I was discussing with a friend basically what would be a good mechanic for Trapper without making him technically stronger, altho we both agreed that base carry capacity should be 2 traps(like 99% of the community does). However, we did discuss OoO and even though its an incredibly strong perk, most adjustments around OoO were purely based around Trapper. So here is our secondary suggestion:
Trapper should be immune to aura readings as long as he holds his traps(assuming default trapper can hold 2 traps), while still having a TR. This means the only time a Trapper can be seen is after he placed down his final trap. This essentially would fix pretty much most of the issues that OoO has against Trapper specifically and makes the perk itself easier to balance as a whole.
Fantastic idea. Don't know that they'll ever do it but I wish they would
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@BlindMole said:
https://forum.deadbydaylight.com/en/discussion/comment/1862421#Comment_1862421
Ok, this was all a misunderstanding or maybe a poor choice of words on my end. I love clown.... I'd suck hus maggot infested belly all day
That is way too far 🤮
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Funky idea, but it would be hilarious. Even better would be the old bug with multiple twins.. Can you imagine the epic leapfrogging?
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@Ghouled_Mojo said:
The Hag. Reminds me of my first wife too much.
Yea, you're first wife was the worst.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1857326#Comment_1857326
You’re very confusing.
You’re not bothering me, and why are you disappointed? If you had read the post you would have saw who I gave credit to.
Lol I'm messing with you. I just thought the idea was good, I knew you credited someone else for the find as well, that's why I said good find.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/1857226#Comment_1857226
I would say more but I don't wanna get banned for talking leaks.
I agree with you, DS is definitely getting a nerf this mid-chapter patch. You can stake my credibility as well as yours on that!
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/1857305#Comment_1857305
Not solely my idea. I just thought to also use Furtive Chase for more activations of DMS
Oh, well that's disappointing. Sorry to bother you
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I really love your idea here. Good find
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@Mister_xD said:
only if you enjoy pain and suffering.
Usually I do, but Trapper doesn't seem to understand the concept of a "safe word".
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@Aven_Fallen said:
Yes, he is playable at Red Ranks. Every Killer is. But you will lose Gens quite fast, if somebody has a problem with losing 2 or even 3 Gens before having their first Chase, they should not play Trapper. But as long as the Map has a Setup at this point, Trapper can still turn the game into a 4K.
Not saying that Trapper should not get some Tweaks, yellow Bag basekit and the remaining Traps spawning more to the Center of the Map and he will be much better. Currently his biggest flaw is that he only has 1 Add On-Slot since you are basically forced to use a Bag.
Negative, RNG is his biggest issue. That is only partially solved by the base-kit bag, but I think that would be enough.
I know he *Can be played at red ranks, you can push ready and it will work. I've gotten 4Ks at red rank with trapper as well, but his inconsistency is what kills any motivation to play him without his best set up.
He definitely needs something.mire, I just think it was crazy the way folks talk about Clown, Plague, etc. Because they are almost night and day to Trapper imo.
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1849637#Comment_1849637
That´s an exxageration. I´m a Trapper "main" and I´m consistently rank 1 all the time, most of the time using trapper sack + trapper gloves/trap setters. I used to almost always bring a tar bottle, I think it used to be S tier on him, but new Autohaven and Ormondo really hurt the value of the addon, same with reworked grass in general with the exception being MacMillan maps.
To lose 1-2 gens at the start is expected. Yes, Trapper is inconsistent and has the most RNG involving his gameplay, but when you´re an experienced Trapper you should be able to 4k most games. It´s pretty insane how much skill and effort it takes compared to mid- or even high tier Killers, though.
Well I won't argue that. I get more consistent 4Ks with every killer, Trapper has the most variance out of all. I don't think giving ng him two traps at the start base would break him, and he could at least create some early beats with just having those two. He already can't have 10 traps period (I've been playing since console release and I still am not sure if the number of traps he gets per map is RNG, but it sure as hell never feels like enough for me).
But thanks for the suggestions, I won't ever favor this killer but I did forget how much value he can get off a perk like Corrupt.
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The only thing left that really needs a nerfbin the killer side is IRI hatchets. Mori's, Doctor, Legion, Nurse, Freddy, insta-saw billy and old HEX ruin were the major killer issues holding things back from balance. The reason you can't nerf the ruin Undying combo is without Ruin, Undying is pretty much a useless perk.
At most of you really wanted to do this, you would have to buff Undying so that stacks don't reset on other hexes i.e. Huntress lullaby/devour hope not losing all value after the first break. And that might sound too strong, but it isn't since you only get one single replacement.. This would also greatly encourage people to start learning totem spots in each map. People won't even be as upset about this totem if they start to realise that sometimes it's best to invest the time into breaking totems first. If that buff doesn't happen, then basically the perk is only useful for ruin and it's a straight nerf, there isn't really another way to buff it outside of extending the reveal range, which could be very broken.
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I don't know what anyone here is talking about, playing against Demo for the most part is boring, and I don't mean in the sense they're "unfair" to play against.
He's just to predictable of a killer. His lunge is worse than pigs because it's actually way more predictable and can't be hidden, he has to slightly commit to it, and it's a heavy punish for him everytime whether it hits or not, so you're mostly better off not using it for anything but to down.
His portals are wack, you have to hold down a button to use them to detect when that should just be inherent to them like Victor, imo (after all, they basically only notify you when someone is actually on one, and it only benefits SWF over him because it's super easy to say "hey he's chasing me", so someone could break his tunnels without fear
He has no ability to truly bait, his slug game is mediocre, his tunnels are super obvious and you always know when he enters one, and most of his add-ons aren't even good, aside from the one he needs base-kit. Like of course he's not add-on dependent, most of them aren't even worth using.
My experience, but he's just too easy to beat in a traditional way. Too vanilla. I prefer to go against any killer who I can at least have fun beating.
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I think the trapper could get a KFC skin, it could have buckets of KFC drumsticks for traps, and the survivor has to finish the chicken in the bucket before kernel gets there
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Why is anyone still entertaining this thread? It's obvious bait and this guy even admitted to not playing in red ranks "I still play with SOME red and purple rank killers"
This is a joke, guys. Don't even engage, it's not like the devs are going to use this to nerf pig again
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Wow, thanks for the morning wood buddy
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@OldHunterLight said:
Freddy will get an overheat bar for placing snares, if he places tok many he will get a cramp and will not be able to use his teleport for 5 minutes.
I hope he gets a cranky old man sound effect buff, like Hillbillies awesome rawr
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1834662#Comment_1834662
I'm sorry but comparing the chemical addiction of drugs to a game is not really right.
Uninstalling it immediately creates a barrier before you can boot it up again and unlike drugs you can play other games to crave your addiction that don't have a negative impact
This year wasen't the best but one thing we didn't have was a lack of good games.
If anything if it feels like drugs to you it's like 17 alarm bells that you've been ignoring for 3 days that you need to stop
Just because an addiction isn't Chemical doesn't meant it isn't harmful..THC isn't Chemically addictive but there are people who go to rehab for Weed. Same goes for people with an addiction to fast food. It's about personality type, are you pre-disposed to addictive traits? Some people can potentially become addicted to anything.
I would say DBD has that potential. If it alters your mood heavily, if it causes a major release of endorphins, if you feel like you can't go to long without it or to stop using it/losing at it would causes you to experience depression.. Well, what can I say? Those are classic signs of addiction
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1834549#Comment_1834549
Yeah, that is kinda the problem though. I keep coming back, I shouldn't be doing that.
I feel like I should help kick start up a DBD Anonymous or something, for people struggling to quit this addicting but punishing game, when they feel it's affecting their mental well being...heh.
I got this feeling many times before with this game. I agree with you, you have to take some space from it. Maybe play actual competitive games for a while, see your skill rise and beat many players using what you've learned. It will make you realize in a game like DBD, you can only do so much yourself, even if you're in the killer role. Sometimes RNG or ridiculous things happen, and you remember that it's not wholly in your control to win.
DBD isn't a competitive game, it's like Mario party, hosting a competitive nature but factors outside of skill often have direct influence on the outcome. Once you can separate yourself from your losses in this game again, you may be like me and come back with an overall better outlook... Then again even I get aggravated at this game to this day from time to time, so it's also entirely fair if you chose to never return.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1832040#Comment_1832040
I find killer the easiest of the two roles.
Yea you always say that, but somehow the fast majority disagrees with you. You must just be better than most players.
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@Heartbound said:
This is a large part of why I bring Blood Warden. If I'm outclassed I'll single out/injure a survivor and down them when the EGC timer is nearing 30%. The emboldened sweat squad will save their teammate the moment I step away.
Oh no.
That never works for me, I most get the biggest brain survivors because they always remember not to open the gate until I hook someone.
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@Withered8 said:
I actually like the idea of buffing charlotte but nerfing Victor. Currently, all twins players ever do is just constantly bring out Victor with little to no punishment. Get kicked as Victor? doesn't matter he'll just respawn in 6 seconds. If anything that respawn time needs to be increased to 30 seconds or something.
I don't think Victor is THAT strong, the strongest point they have currently is the fact Victor is a constant concern. It's really not even that powerful considering how much you have to hard commit with Victor, and it's basically a waste of your time to bring him out in certain situations.
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@Terra92 said:
Like others have said, you're playing an X Killer build and expecting it to work for a Y Killer. You need to go with builds that make sense for someone whose switching often between the two. Victor is plenty strong, fastest half-killer in the game, insane lunge speed, ridiculously fast respawn rate, you can't say he needs to have perks also apply to all of that, you're basically asking Twins to be top tier.
I don't think that's wrong, killers shouldn't be made with the intention of not being a strong contender for top tier anyway, some killer designs are so flawed for the purpose of RNG balance that they just lose on certain maps. Imagine Trapper on the new McMillan maps with no foliage textures on the ground so now no matter what you do your traps can be seen a mile away..
That said I think twins are at least mid tier. You cannot convince me they are weaker than Demo, and they have to surely be better than legion.
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I'm going to buy you a Prada bag, do you know why? Because I'm Prada you 😘
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@derppug said:
I started out this game by playing Nurse and am just now finding myself getting kind of bored. I want to learn a new killer (or just turn off the game earlier, lol), but I feel kind of spoiled by having learned Nurse first. Is there any killer that is as rewarding as Nurse to play? I like being able to use meme-y perks and no addons, yet still not feeling gimped (unless facing a competent SWF). And even if a game or two goes kind of south because of this, I can just put on tryhard perks and smash a game instantly. I know that getting good at any killer will allow this (because matchmaking is trash + playerbase isn't the most skilled), but does any killer come close to how good Nurse is once learnt?
I would argue playing hag and not simply trapping hooks is a very rewarding way to play. Toooooo many killers who haven't put in enough time to inherently know where survivors will eventually run towards/how to place traps in a way that interrupt survivor movement make her look like all she does is camp.... Which isn't even very effective against good survivors.
Coming from an ex-rank 1 hag/hillbilly main (different time)there is nothing more fullfiling imo than just knowing some survivor player was foolish enough to try and engage you in a chase, only to realize to late that you only followed them because you knew they were going straight into your best and get smacked backwards when they attempt to course correct.... Also, to this day still the killer I have the most 5 gen 4K's on.
I guess trapper is also a version of this, but he's a 115 killer so he doesn't have to rely exclusively on his power, meaning he doesn't rely as heavily on his power (of course he can't, it's tied to RNG) so for that reason I see him as less risk/reward which generally feels less rewarding imo.
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@NurseYourWounds said:
https://forum.deadbydaylight.com/en/discussion/comment/1826051#Comment_1826051
To be fair man it's genuinely my first time playing this way.
I've always been overly fair in my matches and it's only from reading posts here I've realised I'm being too lenient and sacrificing my own fun and progression for the sake of the survivors enjoyment.
So I was merely here to discuss my new found love for this type of play and my build.
Best part is all the people replying about nobody caring but cared enough to comment about not caring.
Lol I found that funny as well, like usually if a topic isn't considered controversial, you would not be receiving this amount of backlash, but this was a pretty popular thread lol some people will only be able to see their side of the argument. I don't think.anything on the survivor side on particular needs nerfing at this point, and definitely nothing on killer. Aside from bad map RNG (and the map spread in general) this game can probably not get more balanced than it currently is, so I say anything that's possible now for the most part is absolutely fair.
P.S. good luck to you getting into thale game!
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/1826161#Comment_1826161
At the start of the match i move towards the center of the map,then release victor to patrol the gens that were the furthest away from me and pounce on the first survivor i find.
After that i normally don't chase the survivor with victor and try to find another one to chase.
If the first survivor tries to take victor hostage then i usually let them because that makes the game a 3vs1.
If he doesn't then i try to get 1 hit on the next survivor i find,down him with victor,check the area quickly if there's anybody else to attack with victor and then hook the downed survivor.
After that i leave charlotte at the hook,use victor and the information from BBQ to harass the other survivors who work on a gen.If someone comes for the save i switch back to charlotte,down the unhooked person and then chase the unhooker.
Camping with victor is only a good idea when everone is injured imo.
As for meme builds.I always wanted to use a map like coldwind and perks that show me which generators are worked on (e.g discordance,tinkerer etc.) + the addon that makes victor silent when is pounce is fully charged.Wait for one of your perks to trigger (it should be a gen that is in the cornfield) and then slowly approach the gen with victor while having your pounce charged and attack them.
I would call it the jumpscare twins build >:D
Yoooo that jumoscare build is NASTY!! I love that idea, I was looking for a viable way to incorporate that add on as I had a feeling it would be really fun to use in that way.... I kind of want to be the survivor in that game, actually, make this feel like a real horror game again 😂 thanks for that one Oni.
Also, I like the idea of keeping Charlotte centralized and sending Victor to patrol at the start of the trial. I've been doing the basic bih patrolling and only engaging after my first hit with Victor, but that has bit me in the a es es a few games in a row because if one person beats victor I have a whole side of the map that's potentially unprotected. I'll start putting this in my plan for them especially on small maps, this could be meaty.
Good point about camping with Charlotte instead, that actually makes sense and I suppose that still wouldn't trigger BT anyway because she has no TR when you aren't controlling her (although I would like an add on that does keep one on her for, maybe a certain duration after switching? I could imagine this being strong with certain perks.. but I guess the twins have a decent amount of complexity going for their game plans already).
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@GodDamn_Angela said:
Good idea. Let's come up with some ideas of how to use the Twins while they are still in Alpha State. Hopefully, we won't have to wait too long for their full release. :^)
I kid I kid.
Pls don't ban me.Ok I won't, but I'll need a few more apologies first.
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@Patrick1088 said:
Regarding Dragons Grip, I haven't tried it, but i can see it as beneficial. But the first 30 seconds seems a little short tbh. If it was 60-90 seconds then sure. And it can only be activated every 80 seconds, while overcharge hits everytime
That's a very good point about DG. I was worried I wouldn't get enough engagement with it in order to make it an effective option (after all, survivors aren't going to continue to pit themselves in one-shot proximity to Charlotte once they realize after the first time you are intentionally "gen camping"
I think that's the first time I have ever used or seen the term "gen camping" in an organic, non-ironic context
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@Zesty said:
While in chase try to get M1 first THEN use victor to get the last bit done, always try and block pallets and windows with Charlotte so they have less places to escape/loop... Never use victor out of chase unless absolutely necessary to get the last kill or start pressure as they will just get him off and heal out of it before you get to them, especially if you're letting him go out across the map... Whispers is a great perk on them for the mid game and the start to know when to let Vic out without being to far away as Charlotte, just incase they jump in a locker... Hope that helps 😀
I actually like engaging from certain distances with Victor after I've already gotten a down/hook, simply because some of the smaller maps lead those survivors to carelessly position themselves in a dead zone or in an inconvenient spot between loops.
I think it generally works to hit a healthy survivor with Victor because most players DON'T typically like to use him that way and many see it as ineffective... Which leads them into a false sense of security when you are purposefully engaging in order to confuse their assumptions. Basically I see it as a "does this guy even know what he's doing? Oh wait.. he does" kind of mindgame.
That said, I do act pretty conservative with Victor even if I do eventually attempt to use him that way. Getting out of my comfort zone and attempting more "random" Victor chases may give me the pace I need to keep survivors on their toes... Or maybe I'm just mindgaming myself 😂
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@Patrick1088 said:
https://forum.deadbydaylight.com/en/discussion/comment/1826174#Comment_1826174
I like Overcharge since I get the regression and its a ticking time bomb for next person, but PGTW is another great perk that syncs with Oppression.
I did see another build of BBQ/Surveilance/Oppression/PGTW. Idea is to know which gens are regressing and damage those for a snowball effect.
I love that idea, it serves multiple functions well and I didn't even think of how effective Oppression makes surveillance. This kind of build would make a 4 gem lockdown so manageable, good stuff!
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@apathyinc said:
I've been playing Twins quite a bit and actually enjoy them. My two favorite perks to run with them are Mindbreaker and Blood Echo. I'd like to throw BBQ on with it, but I haven't been able to get it in the bloodweb. I try not to play the slugging/camping game but honestly sometimes survivors bring it on themselves by going for fast, unsafe hook rescues instead of waiting for me to put some distance from the hook. When I see this happen I switch to Victor to avoid Borrowed Time nonsense and it usually works.
On of my favorite things to do with them is to chase a flashlight user with Charlotte, and when they go for a flashlight blind at a pallet, I release Victor on them while they stand in place trying to blind me. Makes me laugh every time.
Those moments are few and far between for me (the flashlight scenario) but it sure is hilarious when it works lol
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@Patrick1088 said:
Ive been playing Twins a lot and this is my build now:
Whispers: great locating perk. Once I see it go off, I actually back off so it turns off and they can't hear my heartbeat so then I release Victor to scout. More surprise factor!
Sloppy Butcher: increases bleeding frequency and slow healing. Great for Victor once survivors are injured so he can see blood easier to down survivors.
Overcharge/Oppression: these two go great together. Damage 1st gen for tremendous skill check and regress 3 other gens while triggering difficult skill checks.
Great mid-end game build. You set each twin to cover 2 gens each when at 4 gens left. One damage forces all other 3 to regress and then it snowballs as you damage another and another. I've held games hostage when 3-4 gens left. Then you can also use Victor as a warning system on a gen thats further along.
Also saw an interesting build with Sloppy Butcher/Hex Devour Hope/Enduring/BBQ
Thanks for the info, I questioned the use of Whispers, but your explanation for it actually makes it kind of spicy... I think I will give that a try. As far as I'm concerned, Oppression is an easy meta perk for them (this may be the first time a killer actually came out with a perk that actually benefits THEM)
it just synergies so well, and I also tend to try using it in that way, but I wasn't sure if I should pair with dragons grip (I've noticed alot of times survivors will rush to generators they see you leave an unoccupied Charlotte at - for the lulz or maybe they think it's a good strategy 🤷♂️ but in those scenarios I like to let then think that and return to charlotte when this perk activated on them for a nasty surprise... Only problem is this perk might actually still be broken because I never seem to get notified when it goes off...
Maybe overcharge will be more consistent?