http://dbd.game/killswitch
Tinkerer Should Work Like Merciless Storm
Only once per gen. After playing with Merciless Storm on both sides, it seems to work well enough. I think tinkerer should work the same way. Killers shouldn't have infinite notifications that a gen has been repaired to a certain percentage. Once you get the notification you should know to keep an eye on that gen.
Comments
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Nah, it's fine. Merciless is worthless without a way to make survivors let go of the gen. I was absolutely trashed on Friday, talking to friends and hitting the skill checks consistently and I'm an awful survivor.
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I would just give it a cooldown on activating on the same gen but not straight up limit it to once per gen.
Also merciless storm is terrible unless you're playing doctor.
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Whether or not Merciless Storm is good or not is mostly irrelevant. It works once and does it's job. It isn't an infinite way for the killer to have a chance to block a gen. Tinkerer should work the same by only proc'ing once per gen.
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It works once and does very little. Your proposed tinkerer change relegates it to similar status. Tinkerer procs twice during chase, you get a surv off one gen and now the other one is complete. The gen you just salvaged is now dead to the perk. Nobody would use it and the game does not need yet more F-tier perks.
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On the contrary, merciless storm should activate multiple times on the same gen if you managed to make it regress under 90%.
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Nah. If you get it once that's all you need. If you can't remember to patrol a gen that you were notified about then that's on you.
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Once per a gen restriction really makes no sense for either perks, but especially on a perk that is just an information perk. Tinkerer itself does not regress gens or block gens meaning the only reason to use it is for information and nerfing how much information it gives makes 0 sense.
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Tinkerer isn't just an information perk though. It additionally comes with a lengthy Undetectable status effect. It's also very oppressive on highly mobile killers, or those with the ability to teleport.
Post edited by GoshJosh on3 -
With perks like Call of Brine it becomes too oppressive since the gen can be quickly regressed below the activation point. On killers like Nurse, Blight, Artist, and Spirit it's too much. Even ranged killers can make it impossible to finish a gen depending on the map.
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That would be a nightmare for average players who can’t hit those skill checks.
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I agree, the perk is far too oppressive when paired with regression.
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I can understand that it would be too oppressive for casual players... or with high mobility killers. But the perk seems to be active for a very short while for something that procs only one time per gen. And 20 seconds of gen blockage isn't that long also (especially when you compare it to deadlock for example). There would be other way to make it better i guess.
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I don’t know statistically how weak or strong it is overall, but just for reference it’s up to 20 seconds of blockage per generator for five generators for a total possible slowdown of 100 seconds. For comparison that’s 5 Pop kicks and more than the 60 seconds No Way Out gives. Of course that’s an upper bound, if the survivors aren’t booted off the gen in time there’s no slowdown, which is why it’s useful to pair it with Tinkerer for example to be able to pressure survivors off the gen before it finishes.
Basically though the net effect is probably in line with other good slowdown perks if it manages to block 4 or 5 gens.
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Just split up on gens. Tinkerer activating infinitely isn't a problem if Survivors know how to deal with it
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The amount of games that I've had multiple tinkerer procs occur at the same time really demonstrate just how unimpactful the perk is against players that quickly identify and work around the perk. Even playing nurse, I could see 2 tinkerer procs at the same time but I can only ever respond to one and give up the other gen. The argument that ruin/call of brine make the perk oppressive is laughable considering the counterplay that tinkerer has is already the strongest way to play the game. Solo queue players may have trouble playing into tinkerer because of their inability to coordinate and know what their teammates are doing at a given time, but against competent swfs you'll find tinkerer really isn't problematic whatsoever.
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Sure why not and while we're at it let's give bt and DH a once per game activation to because it's really strong when you can use it infinitely
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Personally I agree. Never been a fan of Tinkerer proccing repeatedly because you can just clear survivors off and kick the gen, and be warned the next time anyone touches it.
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