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Gunny Feb 9, 2024 @ 1:06pm
Tinkerer Stun Build...My thoughts after a few dozen hours
First off let me say, I agree with the thoughts of a lot on here that Tinkerer takes a bit too long to ramp but I have realized a couple things in my play sessions that might help some of you. Let's star t with card choices, then artifacts and a I will end with some explanation.

RED

Screwnado
Boomstick
Hammertime


Green

Shoulder Cannon - Backpack Ballista (pick this up later levels)
Sharp Matter
Brilliance


Blue


Pavise*
Bespoke * (*use these together, getting the Pawn artifact early will help greatly with this)
Engage
Capacitor
Stable Influx
Tesseract
Cookie
Singularity
Long Shadow


So, I was struggling with this class and the fluidity of the game play until I started grabbing the Pawn artifact. I realized being able to hold on to my cards that require my secondary resources until the next turn makes this class really start to feel smooth, like the other classes. The aoe that Brilliance provides is very strong and should not be underestimated. Pair it with singularity, sharp matter, and engage and you will soon decimate your enemies while building resources. Play Pavise and bespoke together to help allies survive while also boosting your screw income to the moon. My starting artifacts are screw mold and the battery. I will list the artifacts in order of importance (IMO)

Whale
Moka pot
Pawn
Iron pan
miniature chair
Sticky finger

I hope all this makes sense and is helpful. I would like to see the Devs maybe find a way to help Tinkerer in the mid-game somehow. Slow to get going but a real jack of all trades powerhouse once you get him built.
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Konstanty  [developer] Feb 10, 2024 @ 3:03am 
Awesome, thank you for taking the time to write a lengthy feedback! We are analyzing play stats to see if Tinkerer needs tweaking, so a first-hand account like yours is very valuable.
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Date Posted: Feb 9, 2024 @ 1:06pm
Posts: 1