Should Tinkerer be changed?

Just another random question.

Should Tinkerer be changed?

Comments

  • It's one of the few perks that genuinely scares me from time to time and reminds me that this is a horror game. I don't think it needs any changes.

  • @Mazoobi said:

    It's one of the few perks that genuinely scares me from time to time and reminds me that this is a horror game. I don't think it needs any changes.

    Literally just went against a Infinite Tombstone Myers on RPD and ofc, I'm the one who realizes he has tinkerer when he comes charging around the corner with no terror radius for a mori lol. Scared the crap out of me.

  • Yes, only have it activate on one gen at a time.

  • It's pretty much worthless on its own, as it requires other Perks to work effectively. It's a syngery Perk, it shouldn't be nerfed

  • Its a perk that heavily synergizes with others creating a large threat unless they destroy its support or slow the killers progress long enough to push through it, I think its great the way it is, much better than the old 15% increased charge rate and +10% increased charge rate on powers which was completely unbalanced, and 12 second effect when gens were at 85%

  • As much as i love tinkerer on killers - yes. It is too strong and should work once per gen/have a cooldown

  • @Kaana said:

    https://forum.deadbydaylight.com/en/discussion/comment/2655055#Comment_2655055

    Literally just went against a Infinite Tombstone Myers on RPD and ofc, I'm the one who realizes he has tinkerer when he comes charging around the corner with no terror radius for a mori lol. Scared the crap out of me.

    Oh noooo. I would've hated that.

  • Only if it returns to this version:

    image.png


  • As with all perks that are seen far more than any other, it should receive some sort of a nerf. Not to become unusable, just less desirable over the 90 other perks in the game.

    Personally I think it either should have a cooldown, or not trigger multiple times on the same generator.