Let's put the Engineer's Fang nerf into perspective

Now that only 2 chains spawn, you have to run the purple add-on, that spawns an additional chain when one breaks, just for Engineer's Fang to be as good as it was before. So from a pink that does well on its own... to a pink and a purple needed to compensate. OR you could think of it as pre-nerf Engineer's Fang but with the joke add-on, Bent Nail I believe, which spawns 1 less chain for more blood points. When a nerf turns an add-on into what was basically a joke add-on, you know it was messed up.

Comments

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670629#Comment_2670629

    Except that you can hit them a second time. I’ve been watching a lot of Pinhead matches and it’s not common to see a chase on someone where the extra chain lost on an injured target would have made a difference. Most of the time the survivor is healthy (in which case the chain still injures them) or the killer would have hit them regardless or still not have hit them regardless.

    I’m not saying the loss of a chain literally never makes a difference, but it’s not as big an impact as you’re making it out to be.

    Chains are almost useless with 3 of them how is removing one not got to effect a weak anti loop?

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671016#Comment_2671016

    Chains are almost useless with 3 of them how is removing one not got to effect a weak anti loop?

    I specifically said it does make a difference, just not as much as some people in this thread think.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2671893#Comment_2671893

    I specifically said it does make a difference, just not as much as some people in this thread think.

    It turn a weak anti loop killer into a weaker anti loop killer that can injure at range if you hit a difficult skill shot but not down. Thats a pretty big lose. Imagine all those times you just made it or the broke right in front of you but you got the hit. They are getting away now. Most of his hit are landed like this at least for me where I just made it to get the hit and with one less chain your losing out on a lot of hits your better off just going m1 and not trying to hit the chains

  • @Adjatha said:

    For those not aware of the numbers involved, let's be clear:

    • It takes a survivor 1 second per chain to shake off their chains
    • It takes .75 seconds for Pinhead to engage the first person view of the chain after setting the portal
    • It takes 1.5 seconds for Pinhead to recover from using his chains and being able to move again.
    • Two chains reduce survivor movement to 1.69, one chain to 2.26

    So: If a survivor is running forward at the standard 4 m/s, pinhead stops for .75 seconds to go into the chain, takes a variable amount of time to land a hit with it, but let's say 0.25 seconds. The killer then recovers in 1.5 seconds and the survivor breaks free in 2 seconds, giving Pinhead a grand total of 0.87m advantage to catch up over the 0.5 seconds his power is actually slowing the survivor while he can move.

    That's roughly 1/2 the bonus Clown gets for hitting you with a bottle, to say nothing of the gas sticking around, hitting multiple survivors, being easier to aim, and not being arbitrarily disabled by random spawn locations.

    So, Pinhead's main power at -1 chain is a worse, harder to use, more punishing, single-target CLOWN.

    If anyone tells you that the new Engineer's Fang nerf isn't that bad, well they simply don't understand math.

    The argument is that even with this much weaker slowdown, the addon is still worth it, because injuring survivors immediately with the chain is inredibly strong.

    The addon was busted before the nerf.

    I used engineers fang with the meme addon before its nerf and it still felt pretty damn strong. The two chains were occasionally helpful at loops as well, but of course you can‘t really use the chain to gain distance on survivors with this addon anymore.

  • I'm sorry but there's no defending this add-on. Even after the nerf it's easily one of the best available to him.

    Iridescent add-ons that are as strong as this is need some kind of drawback.

  • I think the original addon should’ve been base kit and nerf the passive chain hunt cuz at the moment his anti loop is ######### cuz of the ring involved and the ratio of skill to reward being so low

  • Engineer fang is just nurse but healthier tbh

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670473#Comment_2670473

    Why is it unhealthy for a pink add-on to be strong? It doesn't make Pinhead OP, it makes him a threat.

    Killers aren't allowed nice things.

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