Tinkerer has limited value, made worse without tokens
Tinkerer can only activate so many times before the gen(s) are done. This is made worse by the fact that two gens hitting the trigger threshold at the same time waste the perk's potential.
If Tinkerer had a token system and gained a token every time a gen was repaired to the perk's threshold, and those tokens took t seconds to consume, then that value can be kept instead of lost.
Comments
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I actually think it's fine all things considered, especially with the new lowered repair threshold. Paired with pop and particularly on a high mobility killer I think it will be quite strong now even in spite of the downsides you mentioned. Every good perk should have a downside like those for balance and there are plenty of perks that exist that have an even stricter limited use feature (rancor, bitter murmur, dark sense, detectives hunch, surge, hexes etc etc), looking at tinkerer as a whole its very possible you'll get more than the typical 5 activations you expect
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I'd have to see how it preforms
I tried alot to use it instead of darksense but it never gave me any benefit because of how fast the gen would pop after notification.
I'd rather it be alittle soon even then this so far with better stealth bonus and maybe haste so I can actually stop the gen from popping
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combine tinkerer with ruin and mobile killer and after tinkerer buff you will get quite strong combo
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