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

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891398#Comment_2891398

    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.

    It honestly should affect all stuns that arent ones involved with carrying

  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891406#Comment_2891406

    It honestly should affect all stuns that arent ones involved with carrying

    It does, pallet stuns last for like a second.

  • Yeah but, say, Head On is the full 3 seconds.

    Honestly, that's a good thing imo. Old Enduring 3 vs Head On used to reduce the stun to the point where you could grab them mid Head On animation, and while Head On Squads can be incredibly frustrating, particularly on indoor maps, we don't need to be giving people any additional reasons to use Dead Hard or Sprint Burst

  • "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."

    Yeah this game doesn't make survivors entitled at all~

    It's not an "annoying play-style" it's normal gameplay, with is countered by just having a basic understanding of how to play Survivor and being aware for more than just a terror radius.

  • @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.

    If the problem lies around the lack of information sharing of solo queue, then the problem isn't around the perk, but the solo experience itself. With more ways to convey information to your teammates, maybe it would be easier to counterplay Tinkerer in an effective manner just like SWF could.

  • @MrsJukes said:

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

    If the problem lies around the lack of information sharing of solo queue, then the problem isn't around the perk, but the solo experience itself. With more ways to convey information to your teammates, maybe it would be easier to counterplay Tinkerer in an effective manner just like SWF could.

    With more ways to convey information to your teammates, maybe it would be easier to counterplay Tinkerer in an effective manner just like SWF could.

    I completely agree, but sadly that doesn't fix all of my gripes with the perk, like it being substantially better on stronger killers than weaker ones, making it seem a lot more like Dying Light in that it's a "win-more" perk rather than something that can give consistent value (PGTW, PR) or help you out when you're losing (No Way Out, Blood Warden). It's also got some semi-problematic combinations that I really dislike just in principle, hence why I think choice-restricting perks, items, add-ons and powers is probably best for long-term game health.

    But believe me, I would happily leave Tinkerer completely well and truly alone for the rest of eternity if it meant we could get solo buffs to put them on-par with SWF. And honestly despite me advocating for a full Tinkerer rework, it's very low on the priority list of what I think would improve the game, and dealing with cheaters, sorting out DH and COH, and finally fixing maps for once are all much more important imho.

  • It ONLY affects pallet stuns, yet head on and blast mine are full length

  • I wouldn't mind a buff for technician. IMHO many of the "meh" perks need buffs to encourage variety.


    (Good example of a "meh" perk that got buffed into "viable" status is Detective's Hunch for finding totems and chests easily and Deja Vu for helping identify 3-gen situations before they start.)

  • Yea technician is a ######### perk even after the rework, so this is not a bad idea.


  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891133#Comment_2891133

    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?

    If NOED was basekit, then survivors would be encouraged to actually do their secondary objective, cleansing totems, or else deal with NOED.

  • @ThePolice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890751#Comment_2890751

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

    I didn't lie, just thought that it also used to regress.

    And I mentioned how ruin was because he said "ruin should be found a broken" which I thought he meant that ruin is broken, which made me leave the comment that it used to be way worse.

    Moving on.

  • Tinkerer should proc once per gen. Merciless storm has it, why not tinkerer? It's time it needs a nerf where it's not useless but still strong

  • @MilManson said:

    3rd person view counters tinkerer and also sound.

    It doesnt counter Tinkerer's sound notification to the killer, which is the biggest issue with Tinkerer. There is no way to finish any gen without the killer knowing about it.

    @sizzlingmario4 said:

    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.

    Once per gen is still really danm good. It simply removes the ability for Blights and Nurses to basically kill a survivor with 4 or 5 gens left, dedicating time to rush out 1 survivor should be "punished" with the removal of at least 3 gens. Often gens that are far away from the action, meaning the area of the map that requires your presence as a killer is significantly reduced. Meaning you can prevent gens from reaching 70% for practically 10 minutes since 1 survivor is already dead, at which point, Tinkerer would have a ton of value.

    And yeah, Tinkerer needs to be suppressed. The only other way is to make it's activation exclusive to Pop and Ruin. Or maybe token based where each hook gains you 1 Tinkerer token(which is much, much worse than the once per gen clause, even if you can theoretically use it twice as much).

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890998#Comment_2890998

    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.

    Makes sense

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