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	<title>ETF2L &#8211; Latest activity in &#8220;[Balance] BONK! Cooldown.&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-10883/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Created by Tehgnarr</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-10883/page-1/?recent=196111#post=196111</link>
    	    <description><![CDATA[I posted this on the steamforums (follow the link at the bottom of this post) and would love some feedback from you guys. 

"Hi everybody!

I play scout in a competetive enviroment and recently I started experimenting with the BONK! drink (years behind, I know). Now I'd like to share my thoughts on how to make this item viable for pub AND for comp play.

The big problem, that I see is the linear cooldown of BONK! I would like to propose a non-linear cooldown: the more damage you dodge while under the effect of BONK! the faster the cooldowtime. Seems kind of logical to me: the more incoming damage there is, the faster you need your BONK! to recharge. It would allow a scout to dive in a group of enemies with BONK!, kill the tactical target (i.e. the medic) AND have a realistic chance of getting out with another BONK! charge.

pls, tell me what your thoughts are, but try to be civil and constructive =)"

EDIT: dammit, nvm =)]]></description>
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    	    <pubDate>Fri, 09 Jul 2010 16:49:25 +0200</pubDate>
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