Well , for a starter , extend the period of time between your armour completely breaking and it regenerating again to at least 4 seconds , or 2 seconds before Bullseye can be used . That way , anarchist becomes more about maintaining existing armour levels than abusing the armour gate . Next , make it so you can gain 3 armour per shot that you land on an enemy with a 0 . 2 second cooldown . This would make fullyautomatic weapons a bit more viable for this perk deck which , judging by the bootleg , was the whole idea and limit your loadout a bit more . I imagine that a similar system could work with grinder , to encourage users to deal damage over time rather than in big chunks with a DMR . Finally , reduce the amount of health you get to ~ 20 % of the default value , if not less . Anarchist is all about being vulnerable when you ' re out of the fight , and that means being able to die extremely quickly if you fail to maintain the armour pool .