Is it time for Technician to counter Tinkerer?

Tinkerer and Blight, name a more iconic duo! Why not shift the meta bit and allow technician to nullify such an annoying combination. We already have perks like Spine Chill that completely counter a killer's power so I don't see how one perk nullifying an annoying play-style can be much worse.

Comments

  • Think you already found that counter.





    Spine Chill

  • No it's just time for an overall Tinkerer change

  • @GoodBoyKaru said:

    No it's just time for an overall Tinkerer change

    No please.

    I am using Tinkerer on Sadako and it is so much fun with her. I gave so much jumpscares to survivors.

  • Or how about… Tinkerer nerf a la the new Onryo perk and Technician buff to make it… not a perk that’s basically making the surv team weaker?

  • @Mr_K said:

    Think you already found that counter.

    Spine Chill

    The Undetectable is not the problematic Part of Tinkerer.

  • 3rd person view counters tinkerer and also sound.

  • That would be cool, but I think overall it would be best if Tinkerer only worked once per gen.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890222#Comment_2890222

    The Undetectable is not the problematic Part of Tinkerer.

    Unless they have pop or ruin up they can't do much about it.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890243#Comment_2890243

    Unless they have pop or ruin up they can't do much about it.

    Let's be honest. Who using Tinkerer without slow-down perk?

  • Pop sure, but ruin should be found a broken.

  • @GoodBoyKaru said:

    No it's just time for an overall Tinkerer change

    Tinkerer is fine. It’s Blight and Nurse that need changes.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890224#Comment_2890224

    Tinkerer is fine. It’s Blight and Nurse that need changes.

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

  • I'd be fine with tinkerer having a cooldown on activations on the same gen, but limiting it to once per gen is too much. The perk only really shines with ruin/undying or other slowdowns and by itself it's honestly not even that good.

    Technician does need a buff, but suppressing perks like tinkerer isn't the way to go.

  • @Killmaster said:

    Tinkerer and Blight, name a more iconic duo! Why not shift the meta bit and allow technician to nullify such an annoying combination. We already have perks like Spine Chill that completely counter a killer's power so I don't see how one perk nullifying an annoying play-style can be much worse.

    Sure, now how about Enduring countering DS or Stridor countering Iron Will?

    Wait what's with all these cricket noises...

  • I don't see why it should.

  • That is all great but we basically in a Iron Will vs. Spirit situation. Forcing the use of Technician isn't that good. I'd rather Tinkerer be reworked into something different.

  • Split up on gens.

    There's your Tinkerer counter, no Perk needed

  • @Killmaster said:

    Tinkerer and Blight, name a more iconic duo! Why not shift the meta bit and allow technician to nullify such an annoying combination. We already have perks like Spine Chill that completely counter a killer's power so I don't see how one perk nullifying an annoying play-style can be much worse.

    Personally I think the only change Technician needs is to lose that extra chunk of regression penalty for missing a skill check with it.

    Bite The Bullet which is LITERALLY the same thing but for healing skill checks doesn't slap you with a bonus chunk of regression, in fact it reduces the penalty from missing said skill checks. Please BHVR update Technician to this standard 😭

    What should be a nice perk for helping beginner survivors causes so much regression if they miss skill checks with it that they will lose more progress than they can make. Also I cannot stand people who grief with Technician by purposely missing skill checks with it (Yes these kinds of people exist).

  • No.

    Simply for the reason that perks should not have perk-specific interactions.

  • And here we are. Tinkerer nerf posts. Woo. We made it boys!..


    Tinkerer doesnt need a nerf or a change.

    "Ohh gee killer loses terror radius and im in solo queue therefore perk is too strong pls nerf"


    Seriously? Ya dont see how this line of thinking becomes problematic? Because some of you solo queue, you feel like killers perks need to be nerfed because its too strong for solo queue?

    I mean for full on whataboutism here, why doesnt oblivious effect spine chill? Not very fair for killers is it?

    "Oh just turn your head so you arent facing the survivor"


    But so far this argument is straight. "Whaaa tinkerer is hard... i hate it. Whaaa it hurts solo queue whaaa"

    "Whaaa it activates multiple times so killers can defend their gens to help with there progress in the match and stops ours. This isnt fair whaaa"

  • How will I technician troll if the killer doesn't know which gen to come to?

  • Ah... I see what level people are playing at if we're hating on tinkerer and thinking it's too strong...

  • I think it should increase the Undetectable time from 16 to 45sec, or to unlimited until hitting survivor. But only activate once per Gen.

    I had a match vs Nurse in Asylum with 1 Gen left, that only me & David alive. It was unable to complete the Gen when Nurse kept coming back once Gen reaches to 75%. Despite I & David made a tight team work on working on difference Gens, and efficient in hiding from her multiple times. In the end, I got found and die. David got hatch.


    @Bullettimegod said:

    And here we are. Tinkerer nerf posts. Woo. We made it boys!..

    Tinkerer doesnt need a nerf or a change.

    "Ohh gee killer loses terror radius and im in solo queue therefore perk is too strong pls nerf"

    Seriously? Ya dont see how this line of thinking becomes problematic? Because some of you solo queue, you feel like killers perks need to be nerfed because its too strong for solo queue?

    I mean for full on whataboutism here, why doesnt oblivious effect spine chill? Not very fair for killers is it?

    "Oh just turn your head so you arent facing the survivor"

    But so far this argument is straight. "Whaaa tinkerer is hard... i hate it. Whaaa it hurts solo queue whaaa"

    "Whaaa it activates multiple times so killers can defend their gens to help with there progress in the match and stops ours. This isnt fair whaaa"

    Spine chill definitely also need a nerf to be on par with Premonition.

    @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/318072/is-it-time-for-technician-to-counter-tinkerer

    Sure, now how about Enduring countering DS or Stridor countering Iron Will?

    Wait what's with all these cricket noises...

    DS can only be used once per game, Enduring works for entire game.

    Ironwill should be nerfed to only work when not running for a few sec, so it can only be used as defensive not aggressive in chase

  • Tinkerer is fine, there are way better info perks like discordance and surveillance. I literally see no reason it should be touched. Honestly undetectable should counter spine chill

  • Ruin used to give you skill checks which if you didn't hit the great skill check you would lose progression ON TOP of the regression when not doing a gen.

    Ruin was nerfed and is in a good spot now.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    So the Perk should get nerfed because Survivors don't want to learn how to split up?

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890267#Comment_2890267

    So the Perk should get nerfed because Survivors don't want to learn how to split up?

    The perk should be changed, not nerfed, to better account for the massive information gap, as well as make it so it has value on killers that have no mobility options too.

    What this change is, I don't know; I've been trying to come up with rework suggestions to put into feedback but I'm a guy stressing about exams, I can't afford to spend every waking minute thinking about it.

    Should it be nerfed because Survivors don't want to split up? No. It should be changed because of the intrinsic flaws within the design of solo queue that no amount of matchmaking can fix.

  • Let’s not have another survivor perk completely trump a killer perk, hm?

  • After seeing the perk Merciless Storm I feel like they could make Tinkerer similar and trigger once per generator.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    seriously, this perk is not a problem. you just feel uncomfy with it, and there is a **** load of players feeling uncomfy with this or that, and that cant be the reason to change everything in the game. tinkerer is a challenge to deal with which makes you not play lazy but needing to watch where the killer runs when he loses his TR so you can follow up to finish the gen behind him and stuff like that. even in solo Q this is not that hard to deal with. gather information, make good use of it. maybe rethink your build if necessary

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    This is definitely a time where the get good advice applies.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890267#Comment_2890267

    This is definitely a time where the get good advice applies.

    Wasn't this your comment?

    20220407_115823.jpg


  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    Any killer with mobility,yes,blight and nurse

  • @Bullettimegod said:

    And here we are. Tinkerer nerf posts. Woo. We made it boys!..

    Tinkerer doesnt need a nerf or a change.

    "Ohh gee killer loses terror radius and im in solo queue therefore perk is too strong pls nerf"

    Seriously? Ya dont see how this line of thinking becomes problematic? Because some of you solo queue, you feel like killers perks need to be nerfed because its too strong for solo queue?

    I mean for full on whataboutism here, why doesnt oblivious effect spine chill? Not very fair for killers is it?

    "Oh just turn your head so you arent facing the survivor"

    But so far this argument is straight. "Whaaa tinkerer is hard... i hate it. Whaaa it hurts solo queue whaaa"

    "Whaaa it activates multiple times so killers can defend their gens to help with there progress in the match and stops ours. This isnt fair whaaa"

    “SoloQ just have to suck it and here let me invalidate their arguments by acting like they are crying like babies and complaining about aspects they actually didn’t complain about“

    you surely can do better than this.

    And yeah Spine Chill can use some tweaking as well. Now what?

  • Nurse, Billy, Freddy, Hag w/ Mint Rag, Spirit, Demo, Blight, Sadako.

    Honourable shoutout to Artist for having no mobility but also getting great Tinkerer value, even if she is more suited to DMS.

    Are all of these killers strong? No. Their mobility is also not equal. I'd argue that on a lot of them (Demo, Hag, Sadako, even Spirit bc of no Terror Radius) it's also not horrifically strong, and on killers like Freddy and Billy they're weak enough that it's hardly game breaking.

    And yet this still poses the problem that a lot of killers (Nemesis, Pyramid, Doctor, Huntress, Slinger, etc) get very little to no value from the perk, while some get a lot lot of value. And while it's fine for killers to benefit more from certain perks than others (like Hoarder/Franklin's Pinhead, I'm All Ears Pyramid, Infectious Oni), in fact it's even pretty cool that that's the case, I really don't think Tinkerer is at all healthy because of this effect and other reasons.

    Personally, I'd rather one of two things happen (except also, this is relatively low priority in terms of health of the game, and there are absolutely substantially more pressing issues like hackers, COH, DH, solo buffs, actually fixing maps for once, etc): either choice restrict Tinkerer and certain other perks/powers to prevent potentially problematic occurrences, or Tinkerer is given a new, still strong effect that's able to work well on every killer if that's at all possible.

    And cool, this is my opinion. You're okay to disagree.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890264#Comment_2890264

    No tf it isn't?

    Any killer with a marginal amount of mobility makes it hell to deal with in solo queue where you can't coordinate Tinkerer procs. The perk is absolutely problematic.

    Honestly, speaking as someone who has played WAY more Survivor recently, I haven't found Tinkerer to be even a remote issue on anyone except Nurse or Blight.


    The rest of the cast just doesn't have the constant mobility AND lethality that Nurse/Blight do.

  • @GreenDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890260#Comment_2890260

    Ruin used to give you skill checks which if you didn't hit the great skill check you would lose progression ON TOP of the regression when not doing a gen.

    Ruin was nerfed and is in a good spot now.

    Ok....

    Also, Ruin did not regress gens passively.

  • @GreenDemo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890260#Comment_2890260

    Ruin used to give you skill checks which if you didn't hit the great skill check you would lose progression ON TOP of the regression when not doing a gen.

    Ruin was nerfed and is in a good spot now.

    This is just a lie and doesn’t even have anything to do with what they said

  • @Bullettimegod said:

    And here we are. Tinkerer nerf posts. Woo. We made it boys!..

    Tinkerer doesnt need a nerf or a change.

    "Ohh gee killer loses terror radius and im in solo queue therefore perk is too strong pls nerf"

    Seriously? Ya dont see how this line of thinking becomes problematic? Because some of you solo queue, you feel like killers perks need to be nerfed because its too strong for solo queue?

    I mean for full on whataboutism here, why doesnt oblivious effect spine chill? Not very fair for killers is it?

    "Oh just turn your head so you arent facing the survivor"

    But so far this argument is straight. "Whaaa tinkerer is hard... i hate it. Whaaa it hurts solo queue whaaa"

    "Whaaa it activates multiple times so killers can defend their gens to help with there progress in the match and stops ours. This isnt fair whaaa"

    Aggressive lol This is a forum to give your opinion on things and people surprisingly are intitled to have one out side of your's. If you don't like it move on to find validation from a like minded to you.


    Is tinkerer annoying? Sure but it is counter able. If the killer drops chase to chase people off gens then you know they are going to do. Does tinkerer need a nerf? I don't think it needs to be nerfed into the ground but I did like the idea that it would only be able to activate with a cooldown so the killer is not always going to get a notification on the same gen over and over again.

  • Indeed, all my posts are extremely insightful. You did well by taking them to heart, please keep us posted on your quest to get good.

  • Tinkerer is fine how it is. I don't think perks should totally counter other perks imo.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891062#Comment_2891062

    Indeed, all my posts are extremely insightful. You did well by taking them to heart, please keep us posted on your quest to get good.

    In all seriousness. That noed take. Is probably one of the funniest things ive seen in a while. You made my day, i needed a laugh. Also...gen tunneling? Your referring to survivors doing their objective but sticking to gens like their characters life hinges on it to escape...correct?

  • Tinkerer isn't overpowered by any means. It only gives 16 seconds of undetectable, and activates in a very predictable fashion, a maximum of 5 times. Yes, it's better on killers with higher mobility/map control, but still not overpowered.

    It's also not as if the killer is crouched at a starting line, waiting to dash in that direction, either, so you're lucky to get 12 seconds worth of actual use out of it.

  • @Ashendale said:

    Tinkerer isn't overpowered by any means. It only gives 16 seconds of undetectable, and activates in a very predictable fashion, a maximum of 5 times. Yes, it's better on killers with higher mobility/map control, but still not overpowered.

    It's also not as if the killer is crouched at a starting line, waiting to dash in that direction, either, so you're lucky to get 12 seconds worth of actual use out of it.

    5 times is the minimum it activates (if the killer is not already stomping the survs in which case well… matchmaking).

    and high mobility killers (that already have it the easiest) don’t need to wait to dash. They can get to any gen from anywhere in no time.


    it’s not completely overpowered of course - and nobody said that. It could still use some fine tuning to bring it more in line with other perks and without benefiting only the most powerful killers?

  • Nah, devs can’t buff surv perks. Killers prefer dh over technician avoiding tinkerer

  • How can survivors get caught off guard by tinkerer? You have a third-person view and hearing you can hear and see the killer when they are like 30 meters away.

    Maybe 40 meters away with Nemesis because of his stomping.

    And against a SWF it's useful for like one use and then once they've realised you have it the perk becomes another waste of slot because it will activate when you are in a chase and the person being chased will beam the info across instantly.

  • @FrostyEyesSusie said:

    https://forum.deadbydaylight.com/en/discussion/318072/is-it-time-for-technician-to-counter-tinkerer

    Sure, now how about Enduring countering DS or Stridor countering Iron Will?

    Wait what's with all these cricket noises...

    Didnt enduring used to do that?

  • Well it nerfs the stun on DS so they gain minimal distance.

    Stridor used to counter Iron Will but that got nerfed also so it's kinda a useless perk now.

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