This is a concept for a railgun mastery that aims to make the ability stronger but also removes the capability to play passively with it.
Obtainment / gain a total of %20,000 railgun charge / %8,000 railgun charge via punching
Passive changes / Punching will grant you 12% charge instead of 8% charge. If you have not gained charge within the last 2 seconds, your charge drains at a rate of 4% per second, which doubles every 0.5 seconds.
Q changes / The Q ability no longer grants you 15% charge per person affected, instead it drains up to 50% charge overall. The duration will depend on how much the Q could drain, lasting (charge drained/10) seconds. For the duration of the ability, your charge gain per punch is increased to 24% and all people affected will be zapped with electricity for 2 damage every 0.5 seconds, which is accompanied with a 0.25 second stun that disables movement but not punching or abilities.
E changes / The cooldown of the ability is reduced to 16 seconds to allow you to more easily use your charge, since it's more volatile and you can get it faster. You also gain electric armour for the windup of the beam, which makes you unragdollable but increases knockback by (150-charge used for beam)%. Anyone that damages you gets zapped back for (charge used for beam/2)% of the damage. These changes make your charge more difficult to waste and more easy to use in the middle of a fight.