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Is it bad because it feels bad, or is it bad because it usually makes the game unwinnable for survivors? There is nothing wrong with a strong perk right? A perk that deserves a nerf should have some evidence of being very uncounterable, oppressive, or used in ways the developers never intended. I'm assuming the devs intended tinkerer to work this way. Its been in the game for years. So why is it bad for survivors and the health of the game now?
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Given that tinkerer going off at all is solely dictated by the survivors because only survivors can progress the generators.
Also if the killer is successfully regressing a generator below 70% constantly that means one of two things:
The killer is using Pop on it and thus has won the extra detection by hooking a survivor and pressuring a survivor off of the generator.
The survivors failed to find Ruin or chose to ignore it making it entirely on them AND the killer is pressuring the survivors off of the generators.
This also requires the survivors to constantly go back to do the same generator again and again instead of spreading out the generator pressure as its impossible for the killer to do it if the survivors are focusing even 2 generators.
So giving the killer that many Tinkerer procs is the survivors misplaying.
TLDR: The killer has to play well along with dedicating at least 2 perks(Half of their build) to get it to go off more then once AND the survivors have to misplay to give it multiple uses on the same generator.
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If it were up to me, I'd make it so the undetectable is only granted the 1st time it triggers on a gen. Any times after, the killer will still get the ping but they won't get the stealth element.
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Thinkerer push survivors to pay attention to the game, instead of holding m1 like a bot.
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Which is why it's a problem. If survivors can't just turn off their brain and get a 4 man escape, then it's called boring and demands a nerf.
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you seem to be the most reasonable here
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Hey thanks.
Tinkerer is okay as an information perk, I'm completely fine with it being that way
But I don't like how it gives constant information and constant stealth when paired with certain perks/killers. My logic is, by having the stealth only be once per generator that opens up room for counterplay.
Survivors who are paying attention could purposefully trigger tinkerer and then bee-line away from the gen, effectively wasting the killer's stealth and making it so the next time it procs - they'll be able to hear the killer coming
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weird how nobody's going on about tinkerer+ruin with someone being pushed off gens a bunch giving the killer effectively perma undetectable
i personally don't care much about tinkerer and/or its shenanigans because i remember what it was like before
the best i can hope for is that other really poor perk designs get such a phenomenal treatment, but it's unlikely
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