Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
Get all the details on our forums: https://forums.bhvr.com/dead-by-daylight/discussion/436478/sign-up-now-to-receive-a-recap-of-your-2024-dead-by-daylight-stats/p1?new=1
I really dislike tinkerer
Comments
-
Would not running Surge somehow change the way that scenario is played? It certainly wouldn't for me. So yes, it is "doing nothing", which is why I have come to like Surge as a slowdown perk (in addition to the buff that makes it work on already-regressing gens).
0 -
I kinda wish there was a perk that prevented generator notifications/special auras for the gen you're working on. Maybe Technician should do that instead of basically letting you sabotage generators
0 -
Tinkerer and Pop is worse.
0 -
If the killer gets 3 tinkerer procs at the same time there's nothing they can do about it. That's all you need to do, basically the most efficient way to play survivor anyway. You just split on gens. Not even Blight can contest 3 tinkerer procs unless the survivors really, really mess up.
4 -
I think Tinkerer is fine. Lets give Killers some strong perks too, so they can have fun.
What I find weird aboud Tinkerer is that it has no cooldown (I'm already seeing the nerf). Is weird because how often devs like to add cooldown to not make perks kinda strong (Dragon's Rage, Thrilling Tremors, I'm All Ears).
1 -
Split on gens is best counter, killer is not going to make it to both.
1 -
I think tinkerer needs a cooldown tbh
0 -
I really think it does though
0 -
Yep,Tinkerer would be waaaay weaker if survivors would just split up to do the gens.
It's a fine perk but many people act like it gives you a free win which it doesn't
0 -
1 Notification per gen - Easy Fix. This will mostly weaken synergy with ruin.
0 -
You've probably been told this man times. But it's the best counter to what you complained about Ruin-Undying. Just do bones.
0 -
It's a fair perk on slow killers, but BS on high mobility killers.
0 -
I mean, we could revert Tinkerer back to its original version. I am sure Huntress mains would like it ;)
1 -
TL:DR
If you think tinkerer is bad now you should have seen it before it's rework. I remember insta saws and machine gun hatchets.
1 -
Very bad and unhealthy perk. It's way too powerful for absolutely no effort from the killer. As you said, it's a guaranteed win for the killer with only 3 gens remaining.
It punishes the survivor for playing the objective and rewards killer. Wait until you get instasawed by a Leatherface at a jungle gym.
If this perk was a survivor perk, it would be a 1 time use perk with several conditions.
1 -
Depends on the three gens left and map to say it's a GG
0 -
I've forgotten what it was like explain please.
0 -
Be chuckling as I see a glowing totem where I spawned.
0 -
I like running Spine Chill when I feel Tinkerer is more common, helps me prepare for an incoming chase. That said it combined with ruin and undying is quite oppressive, but that should hopefully be much less of an issue tomorrow with all the Jills.
0 -
That instance isn’t too rare when I’m killer. Survivors spawn right on top of my terribly hidden totem and I only have three perks for the remainder of the game.
1 -
BINGO
0 -
That is so rare. Maybe if all four is alive and it's a big map and 3 are far apart? You have to see how strong it is.
Needs a long cooldown. Why does Lucky Break only 45 sec and this perk infinite?
0 -
From what I've gathered, it used to increase the effectiveness of charge-time add-on's. So killer's like Billy and Huntress could rev their chainsaw/wind up a hatchet in like nano-seconds.
0 -
It's not rare many maps are big so unless you're Blight, Hillbilly, Nurse, Freddy. And maybe Demogorgon Tinkerer isn't gonna do much on maps like Badham, Gas Heaven, Groaning Storehouse. Where the gens are hard to reach and map is huge. And all the remaining maps not updated have hard to reach gens and are big. And it's up the survivor to break the three gen seeing the killer has Tinkerer should be the notification okay we got to leave this gen and fix a different one. Up to the survivor. I don't believe it needs a cooldown either and if two Tinkerer's proc what are you gonna do. Bringing up Lucky Break is what about this which I discovered isn't helpful to a discussion. But Lucky Break should be put up to a minute I agree with that.
0 -
Weird
1 -
If Tinkerer can stop the objective and give free hits, it's not fair a survivor perk is not even guaranteed to help is 1 time use. Either Tinkerer should be a 1 time use or survivors need way to combat it. Tinkerer is so game changing it's very OP. I hardly see a Blight without this perk. And it's always a 4K.
0 -
Tinkerer's old description:
"Add-ons that affect the charge time of your Power are 5/10/15% more effective."
It was nerfed in patch 1.3.0 and later reworked entirely in patch 2.1.0.
0 -
I didn't realize that Tinkerer itself prevented you from finishing gens.
3 -
I think that we’ve all been in matches where two remaining survivors completed two gens and at least one of them escapes through the gate. In fact it happened to me just last night against Oni and both of us escaped. But it wouldn’t have happened if he used Tinkerer. No way, no how.
0 -
Tinkerer doesn't delay the objective. PGTW, Ruin, Surge, Oppressions, and Corrupt do. Tinkerer is a tracking perk. And it's only a guaranteed hit if you allow it. At many gens there are points for you to look out for like windows or around corners. And some gens having LOS as far as anyone can see. As well you can prepare and simply put yourself by a good window or pallet which is a counter. As well, you can stealth it out you know when Tinkerer will proc and hop off and play around it. A one time usage would make this perk worthless. You bring up Blight with Tinkerer a lot which is fair it has amazing synergy with his power. But besides a few killers. Tinkerer isn't that good with all the 4.4s Tinkerer is awful. With the standard movement speed killers like Trapper, Myers, Bubba it's okay, but there are so many instances you get there and gen is popped because you couldn't get their in time. So it might not pay off it could though. But we can't judge a perk on it's synergy with a power if that's the case. Where's the Stridor nerf because it's so good with Spirit? Or the Iron Maiden nerf because it helps two killers reload?
2 -
I don't really mind Tinkerer by itself but combined with Ruin it's just too brainless and easy. I refuse to use it when I play killer and I get disappointed playing against this combo as survivor because it feels like I'm not really playing against the killer player but rather a bot following neon lights around.
1 -
- Destroy the totems. Your first priority when you realize totems are in play should be to get rid of them; run anti-totem perks, of which there are many and one more is coming tomorrow.
- Work on stealth, particularly on breaking chase and losing Killers. This many mean running perks to help with stealth. Change up your build from the meta and run stuff like Iron Will, Lightweight, Quick and Quiet, Lucky Break and so on.
- Choose gens intelligently. Don't jump on the first gen you find; assess the map layout and try to break up 3-gens and do gens far apart from each other without leaving any dense clusters the Killer can easily patrol.
- Accept that sometimes you will get outplayed. You won't survive every trial; that's the point. If your only win condition is escaping then you have to accept that sometimes you just lose, same as Killers often do.
2 -
You serious? If it's that much of a problem for your run Spine Chill. If it's down to the last 2, whoever's not getting chased needs to be on a gen. If the killer drops chase with one survivor to contest the other's gen, then the one who's not getting chased anymore can get on a gen now, possibly even the same one that was almost done. Use your brains!
4 -
Y'all are trolling for real.
3 -
gann doesn't really troll
0 -
He did this time.
1 -
You have to actually go kick a gen with surveillance
0 -
That's about like Lucky Break, it's worthless and nobody uses it.
Survivor perks are always balanced for special cases but not killer perks. There is major double standards when Balanced Landing was nerfed because of a map or two but Tinkerer gets a free pass on Blight. Decisive Strike because a killer so happened to find a survivor healing, a 1 time use perk I might add. Well, what about Tinkerer on Bubba? I don't like be instasawed because I didn't have enough time to move.
BBQ and Tinkerer needs this treatment and get the nerf hammer, because they are too strong and game breaking on fast killers.
1 -
Tinkerer needing a nerf i agree with, BBQ is fine as is
0 -
Don't kid yourself, Ruin is so strong while active that the current meta is running it and a perk that has anti-synergy with it as a backup (Pop), which is quite frankly pretty stupid.
Yes, you can destroy it but the amount of time survivors spend looking for it, assuming it isn't gone in the first 30 seconds from a bad spawn, is a huge deal if you aren't awful at killer.
0 -
Tinkerer shouldn't suffer the case of well this happened so this should happen. It's best to avoid whataboutism. BL shouldn't of been nerfed should've been Haddonfield. DS allowed you to fix gens in front of the killer's face that should've been nerfed but should be two time use. And killer perks do suffer special cases prime example Surge only 8 percent regression. Yet suffers an M1 requirement, 32 meter range, and a cooldown so killer perks do suffer this also. And Tinkerer only thrives on few select killers. And shouldn't be nerfed. And hopefully old BL can return. If old PGTW and Undying were involved I'd think Tinkerer could be OP but they're gone so it isn't.
1 -
Don’t prove thyself counter tinkerer and also splitting up on gens counter tinkerer. Also ruin is a hex which can be cleansed
1 -
Again, splitting up doesn’t work late game when there are only a few gens left on the map to monitor and two survivors. Even only one dead can be extremely difficult to overcome. I’ve seen many many games that have fallen apart due to a killer running both tinkerer and pgtw and only one person dead and one gen left to fix. And not just with novice players. In the hands of an experienced killer the combo of those two perks can be completely insurmountable.
0 -
I personally never had a problem with Tinkerer, but then again I'm a killer main. But, I don't use it with Ruin and Undying, I combine it with other perks, but I can see why people complain about it.. again it feels fine.
I feel like there's certainly much more stronger perks and combos that outclass this issue
0 -
The only way you stand a chance in those situations is if you play super stealth and each work a generator for 10 seconds at a time and hide, wait for the killer to patrol and then go back to it. It requires coordination to do so its unlikely to work in solo.
That doesnt work either if the killer has surveillance 😔
0 -
I didn’t even mention stacking discordance and/or overcharge on top of it. Not escaping all of the time isn’t even the point. I personally don’t care if I survive. Most of the time I don’t. But individually by itself it’s formidible. When it stacked with others it becomes ridiculously OP against solo queue players. I understand that swf groups can be oppressive but that’s a poor excuse to allow builds that would level everyone else. At bare minimum Tinkerer needs a cooldown.
0