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Why does tinkerer exist?
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Why not both?
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You mean, pre rework ruin?
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You mean, pre rework ruin?
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On its own tinkerer is fine. With ruin, undying and on a high mobility killer, its a pain in the butt.
I disagree that it needs a change though, I find you can use it against them by baiting them away from somewhere you don't want the killer to be or time it were they are too busy chasing a survivor or carrying them to a hook to notice tinkerer has gone off
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If it was a "noob stomper" it wouldn't have the massive pick rate that it does at the highest level
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I don't really have a problem with tinkerer TBH. It'll get me the first time and from then on I position myself on the side of the generator that gives me line-of-sight
It is kind of a crutch perk for people with no gamesense though, the notification basically holds your hand and tells you exactly where to go throughout the game.
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there is a counter to tinkerer, it’s called spine chill.
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"Highest level". You mean red ranks? There are plenty of noobs. But thats not even the point. A perk can be a noob stomper and a decent perk against good players at the same time. Against good players tinkerer can be helpful, but it will not win you the game.
What is the pickrate of tinkerer in tournaments?
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I really don’t think Tinkerer on its own is an issue. Knowing a gen is about to pop doesn’t necessarily mean a whole lot, it’s really not that different from something like Discordance in terms of providing useful information with no requirement. Information is useful of course and can help you win the game, but not without a way to capitalise on it. A Trapper with Tinkerer and a bunch of other information perks isn’t going to be a threat to most decent survivors.
The issue with Tinkerer is how strongly it synergises with Ruin and Pop, and high mobility. If you can regress the gen just by running (or teleporting) to it and pushing the survivor off it, then the value of Tinkerer’s information is significantly higher. Ruin is the problematic perk, IMO.
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That's a meaningless argument when the killer is actively doing their objective, which is to prevent generators from being done and pressuring survivors to kill them. So no, there's not a "huge difference" at all. Unlike a survivor just holding M1 on a generator, a killer still has to drop chase, not pick up a survivor, walk across the map potentially giving other survivors a ton of free time, all potentially of course, to the detriment of the killer. And directly apply pressure to the survivor on the generator.
But again, huge difference? You're implying every perk requires a counter, that's weird considering there's technically no direct counter to BT, no direct counter to Prove Thyself, no direct counter to many, many perks. Ironically, there's a counter to the perks people complain in that come with Tinkerer, like Ruin/Undying. Might want to think about these things.
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I don't know, what is it?
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I dont know either. I only watched the BotB-tournament and some Scrim-Matches. I cannot remember one tinkerer, so it certainly didnt got used often.
But im not surprised bc information perks get rarely used and undetectable is not really worth it.
What did you mean with highest level?
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I was referring to rank 1. Someone who consistantly maintains rank 1 as killer is at the very least a good player. the majority of people who main a mobile killer use tinkerer in their build, and that ratio only gets stronger at high-level play.
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Tinkerer is fine. Spine Chill counters it. Paying attention to your surroundings counters it. Spreading apart on gens counters it. It promotes a healthy game play, that keeps the killers and survivors engaged with one another. Don't most people on here say that the most fun part of Dbd is the chase? Well, this perk promotes the killer to spread out the chases. The complaints about it in this threads makes me assume that it isn't really the chase that people are so fond of, but rather, its winning the match while comfortably holding M1 on a generator.
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Eh, I actually don't mind Tinkerer. I think it's in a fine place overall.
But I do agree with some of your point, even if it's not about Tinkerer specifically- there are a lot of perks on both sides that feel like either complete overkill while also feeling absolutely useless when you genuinely need it, and I wish it didn't feel as common as it does.
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I only hate it on Blight, otherwise its fine for me. You can see if killer has it and you can play around it next time.
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Everything screws over solo survivors, lets be honest.
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It exists for the same purpose of a lot of other killer perks: to do the killer's job in their stead. Most of the perks the killers use enable them to have the game playing itself for them, pretty simple.
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Not really. I got rank 1 as killer one month or two months after i started playing. I played Hillibilly with BBQ, Nurses, Monitor and Sloppy. And since then i always reached rank 1 after rank reset without even trying.
With survivor its the same. It was a bit harder, bc i only play solo and i needed ds to get out of purple. But i play now for 3 years and the amount of bad survivor in red ranks is not funny. So its not surprising that many red ranks cant deal with tinkerer. But they cannot loop, do gens or get safe rescues, so its a hopeless case anyway.
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Spine Chill does not counter the info provided by Tinkerer, which is the most problematic part of the perk.
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Today on "i lost to this perk therfore its op"
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There is nothing wrong with Tinkerer. Keep your eyes open and/or play with friends like the majority of players. Survivor voice chat really should be added though. Having detection perks helps new killers
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Wow, there are actually people that are complaining about Tinkerer, that is something.
When survivors want to sit on a gen and stop being aware when repairing.....
Seriously, this perk, when you know the killer has it (and you can know it by... Just paying attention.), It becomes a harassing perk for survivors. Repair to 70%, get out if you think he would come, wait a few seconds, and come back to active again Tinkerer if the gen has regressed... You can mess with the killer like hell, and his time would be used to nothing but "where survivors and banana".
And I really don't know in what way "it punishes survivors that are doing objective, this is bad design", the objective of the killer is to protect the gens, and it helps the killer by showing where to go. The undetectable effect is cool, can be used in chase, or to sneak behind UNAWARE survivors.
If players are bad and not paying attention to a potential Tinkerer, this is not the perk that is to blame.
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Could they do it so that it's works in line with how many survivors there are? For example if there are 3/4 survivors then the killer can use tinkerer as much as they want but when there are only 1/2 it's only possible to use it once per gen? If it's already activated before it won't activate now.
This makes it fairer on both sides. Killer still gets lots of chances earlier in the match but relying on it has consequences down the line. Having tinkerer combined with Ruin, which I find more annoying but I guess I understand why it's there, feels very unfair for 2 or sole survivors. I literally just watched a video where a guy downed someone and went straight for the gen to down the person working on it for an easy win. It doesn't seem fair as it's punishment for simply doing objectives.
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