Tinkerer is totally overpowered
Tell the killer the gen at witch you are working 24 secs. before you finish it it's totally overpowered. When 4 survs are alive you can barely counter it, but when there are only 2 survs left it's a death penalty.
Imagine a perk for survs that show the aura of the killer if he moves in the direction of the surv 24 secs before he arrives, and also remove sounds from the surv. This is tinkerer.
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Toolboxes, use them
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I wouldn't say it's OP. Just a little overtuned.
It's generally not a big problem unless you're up against an instadown killer like Leatherface. Tinkerface is so annoying to fight. High mobility killers are problematic too but not in a way that is oppressively annoying.
I do agree though if there's just two of you left forget it may as well just hide in a locker and play for the hatch. You are never going to get another gen done.
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No I wouldn't say it's overpowered especially with the upcoming Undying nerf.
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LOL toolboxes have been crap for a long time now. And no I'm not using Built to Last to get a smidgen more value out of them.
I think you'll find Tinkerer isn't as much of a problem when Undying is gone from the equation. Tinker/Ruin is still pretty strong though even without Undying, IMO.
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It's niche, right now it's just extra powerful because you can combine it with Ruin/Undying on fast, already-powerful killers. The combo is painfully boring for survivors, who get next to nothing done and can't stop it because of the stupid hexes, but makes a world of difference for killers you can see and hear coming from a mile away, like Billy. Almost no one used to use it.
You think it's bad on its own, I met a Bubba who combined it with Trail of Torment. Between the two of them, he was undetectable for half the match and I wanted to slap him through the computer screen.
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I've gone up against those too. Super annoying. Like I always say. Killers are better at stealth in this game than survivors are.
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you really thought killers could have something nice? you've fallen for the survivors trap card
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Tinkerer is completely fine. It's an (essentially) new actually strong killer perk which lord knows are few and far between with the recent updates. Seriously, it's been Undying and Tinkerer, very little else. Tinkerer relies on the killer being in a position to intercept the generator in time, meaning they have to drop any chase or anything they're currently doing. Once you realise Tinkerer is active it's extremely predictable, it can be countered by toolboxes, multiple survivors working on the same gen, survivors working on multiple gens at once, having eyes, etc.
It's only a "problem" when paired with Ruin + Undying, and obviously that's going soon. Discordance sounds overpowered on paper as well, but is it? No. Same with Power Struggle and Soul Guard.
Good perks don't need a nerf just because they're good.
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Killers have the best perks in the game. Survivor perks aren't even comparable.
Killers have 6 S-Rank perks. Survivors have zero.
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I really don't see too much problem with Tinkerer, you pretty much know when the killer is running it after the first gen so you're easily prepared for it and aware of it. Yes it's strong and I always expect high mobility killers in particular to be running it - but you can see them coming, it's about positioning and map awareness for the most part.
I've been running Reslience whilst playing this morning and that's beaten Tinkerer each and every time as I've got the gen finished before the killer has got to me. So there are counters.
Yes the killer is going to find you most likely and a good chase is going to happen, but I like chases that's the fun part of DbD.
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You right. I can spend my time urbaning around the map, using Iron Will, Quick and Quiet for that one silent fast vault, but there's nothing quite like being totally unaware of the man with a chainsaw until he's literally up your [BAD WORD].
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With 24 secs you don't need to be near the gen
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Quote: "Imagine a perk for survs that (...) also remove sounds from the surv."
You mean normal DBD ? Because survivors literally lose their sounds from the killer's pov on a regular basis.
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200 IQ build: Resilience and Spine Chill to outspeed the Tinkerer killer
I'm gonna try this out
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Mandy, with 2 survs only remaining in the game and tinkerer you can't finish a gen. Don't you think this is a problem?
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But you won't finish the gen in a life
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No @valvarez4 I don't because you can finish the gen, it's not easy...but so many people just chill out on gens and don't pay the slightest attention to their surroundings, that's where the problems lie.
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Also super fast vaults, it's my current favourite build - the vault speed is so handy, it's definitely saved my butt on more than one occasion.
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OP is hilarious but probably just new to the game, sad they already start making swooping statements so early on
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If survivor perks were as strong as killer perks that would show a problem. It's a 4 v 1. The survivors get 16 perks, the killer gets 4. Also, survivors do have some S-Rank perks; DS, Unbreakable and Borrowed Time, for example.
I hope you're not arguing that stuff like old MoM should be the strength of most survivor perks. Survivors should definitely have stronger perks, but the killers should too, instead of trash like hoarder, blood favour and coup de grace.
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24 secs isn't about to go. You can hook someone, take a beer and you have time to go to gen before it's done. And with resilence is 18 secs. anyway. It's a death penalty if only 2 survs are in the game
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Yes, only 4.000 hours.
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ooff...well then its just super embarrassing
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It's fine you can make a play for the hatch.
Most of the time when there's only two survivors left you are going to die anyway without the hatch. The only time you have a chance of winning with just two survivors left is if there's only one gen left, one survivor is already working on it and the killer gets looped by the other. Tinkerer doesn't change this much other skew it a bit more in favor of the killer a bit by letting know when to drop a chase and defend the gen if so inclined.
If there's two survivors left and two or more gens left I generally accept that I'm going to die, unless I fished a key earlier in the match. You're basically dead, unless the killer is totally incompetent (but he wouldn't be if he got two kills). It's okay the killer outplayed you that match accept your loss and move on.
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So you think having a perk that allow you to win the game when you kill 2 survs is ok? When undying get nerfed tinkerer will be the new meta perk, you'll see it.
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Agree totally. Who repairs gens at 2 survivors left?
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You're drunk
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I've seen many killers turn around a 4K even without a single hook by the time 4 gens are done. The game has catchup mechanics.
- For survivors it's the hatch.
- For killers it's NoEd and Bloodwarden in endgame builds -- though yeah Pig Endgame Build got nerfed as an unfortunate casualty.
I don't think it needs to be looked at any further, aside from not nerfing these options any further. If anything I think killers need a more baseline method to have endgame catch up ability other than needing to bring in perks to do it.
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I got a nice jump scare from a tinkerer Bubba.
Once you expect it, it all boils down to how much attention you pay to your surroundings.
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It's not overpowered, it just goes too well with perks like Ruin. Most of the time Tinkerer does very little if the survivors are actually trying to finish the generators (except tell you that the survivors are trying to finish the generators), but Ruin allows the gen to quickly regress back below the activation point of Tinkerer.
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Here are some handy ways to deal with tinkerer
- Use your eyes and watch for the killer.
- Just leave the gen and hide.
- Spine chill.
- Use a toolbox and/or brand new part at the END of the repair, not the beginning.
- Repair with more than one person. Seriously, the last 30% goes by so fast it basically makes the perk useless.
If you know the killer has it, you shouldn't fall for it more than once.
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People who had played this game too much as survivors dont even realize thats a game where survivors should be chased and fear the killer, not the opposite. Also you have just describe a lot of survs perk (OoO, spine chill, the one when the killer break something, etc...).
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Yup that's my Billy Tinkerer with no Ruin or PGTW still useful for getting the next down.
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"Imagine a perk for survs that show the aura of the killer if he moves in the direction of the surv 24 secs before he arrives"
Well I guess it a good thing most of you run spine chill then. So you know it's coming anyway. Tinkerer is my favorite perk love pop and oppression with it disco is a close 2nd but OP it is not with SP, SB, DH, and toolboxes being so heavily run nowadays. Ruin undying will be not so great and tinkerer on it's own will be more like a mosquito in the summer compared to those two. So if you still got a problem after that I suggest watching some streamers maybe?
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"Imagine a perk that tells a survivor the killers moving towards them" spine chill is constant and overrides undetectable and object sees the rest. Tinkerers fine its a normally once per gen activation and it could force a killer into a choice if their chasing. Or multiple gens proc it.
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Imagine getting jumpscared in a horror game
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I don’t have a problem with no hearing the killer, I have a problem with the 24 secs he has to arrive to the gen
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If you know how to play against small terror radius killers (or M&A) then tinkerer isn't much of an issue. It should only catch you off guard the first time - or just use spine chill.
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Tinkerer is fine. Another killer perk that is good, and isn't overpowered.
It makes me actually have to look around? Dang, that's OP then
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I don't think it's overpowered. I see people who can look around while still hitting skill checks - they can see the Killer approaching even if there's no alerts. I've been seeing Tinkerer a lot lately and while it's hard for me to look around while doing gens because I can't see the skill checks as good - I can still hear. I hear the noises the Killers make. I've only had one issue with Tinkerer where the Killer did surprise me, but it was when I was healing someone and I wasn't thinking about the Killer just popping up xD;
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Lmao I was just about to type the same thing, this dude acted like OoO wasn't already a perk I'm dead! ☠️
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Not impossible, just a tough and fun challenge for solo play. And survivors have a perk that does just that and has no cool down or requirements for activation, it's called object of obsession.
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Tinker and ruin with undying small pp build
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Tinkerer is extremely obnoxious on killers like Freddy, but it definitely isn't overpowered.
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Toolboxes and keys are op too but you don't see THEM getting a debuff😒
Oh well good thing overwhelming presence exists😀
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Tinkerer is STRONG yes. But it isn't even close to overpowered. Once you know tinkerer is there you just need to be more aware of where the killer is. Could the killer be nearby? Don't bring the gen past 70% unless you're confident. Tinkerer is a perk that just makes it so you need to be cautious about when you decide to finish a gen.
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But I'm sure OoO is fine and so is DS right? Lmao survivors cry about everything. You literally have the power role and all the advantages in this game. Get good.
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A perk that informs you of where the killer is in advance
Did you forget that 3 perks do this to varying extents on survivor
object of obsession (can't trump stealth but still works like a reverse spine chill where you can use it to scan which direction the killer is
premonition (also trumps stealth of any kind)
spine chill (also trumps stealth of any kind)
while it isn't 24 seconds most of these perks are arguably stronger than tinkerer (except premonition) because they can function 24/7 and not just when a gen is at 70%
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Tinkerer is fine. Spine Chill is a perfectly fine counter to it, as well.
The only problem with Tinkerer is when it is paired with Ruin.
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There is this perk irl, is called "having eyes" the only exception is if it's an indoor map.
Just like bbq and chilli, expect it and feel free to get hit once, pay attention to everything.
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