Pinkie Finger and Gearhead nerfed!

Complete detachment from reality. That's what the nerfing of this perk and add-on signify. A strong add-on made weak, and a weak perk made weaker.

Pinkie Finger to me is the one add-on that (kind of) makes Clown viable, and is completely fair. Suddenly a killer who has to hit you with his basic attack twice, and with his power 4 times, to down you is hitting you once or twice with his power and once with his basic attack. Is this a bad thing? No. This add-on is not just an unnerfed Iridescent Head; it's a fairer once. It's not like you aim on a survivor, let the bottle fly, and then they get downed. Take into account survivors are difficult to hit with their movement even when hindered, you have to reload after you're out of ammo, the Exposed goes away as soon as the Hindered does, and the bottle arc and speed is just so difficult to be accurate with.

Try the add-on for yourself if you don't believe. You will wind up with chases that took longer because you tried to use this add-on than just chasing normally. You will not hit survivors dead on every time. This add-on takes skill, and when you nerf skillful things, you promote less skillful things because they have equivalent or better results.

Gearhead was already an outdated perks because it's gen info. Gen defence and info perks at this point are a joke, because survivors can just do gens and waste too much time in chase for you to even use those perks. That coupled with Gearhead's ridiculous activation requirements made it an unplayable perk. So instead of buffing the perk in a super obvious way, like making it activate on any skill check, not just great ones, the devs do a horrific rework of the perk.

Instead of seeing the gens with a yellow aura, you just see the survivors' auras who are working on the gens. What's the big idea? Do the devs not realize that 1 person on a gen can just hide behind the gen's aura, like they can against BBQ, and deny that info to the killer? It's complete nonsense that THIS is what a killer perk buff looks like. It's even worse than it was before! Yes, I know they buffed Dead Man's Switch, but I have zero confidence that that perk will stay as is. Once it hits live, if it even does, I can already hear the "this killa perk OP!" battlecry of the survivors. Blocked gens don't even regress.

If you thought killers were going to be 'satisfied' with a midchapter like this, you are sorely mistaken. This is about buffing survivor perks once again, not nerfing their meta, and regurgitating seemingly random killer perk changes. I don't even know why I typed all this. It won't change a thing.

Comments

  • @CowabungaDude said:

    Killers shouldn't require addons to be "viable". If that isn't bad game design i don't know what is

    But since we're here we might as well make the most of it.

  • @The_Medicine_Man said:

    Everyone who's saying that the Pinky Finger nerf is justified has never played Clown and tried to hit someone directly with a bottle.

    It's people who think Clown is viable, probably because they've never played him, and people who lie and say they're playing at high MMR with him yet get 4ks with no perks or add-ons.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732751#Comment_2732751

    Well it went from a perk that you would never reasonably get value from to a perk that will give you some value.

    So it was buffed in the sense that it does something now.

    You could see the gen is yellow. How is seeing a survivor's aura instead gonna be better? They can hide their aura like with BBQ, whereas with the yellow gen, you know 100% of the time that they're on there.

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/303288/pinkie-finger-and-gearhead-nerfed

    pinky finger clown is basically perma tier 3 myers that also could slow you down, i think the addon should be reworked entirely, it makes games that are at any level other then top level completely unfair

    Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.

  • @gammatsunami said:

    They boggle the mind.

    So do their cheerleaders in the community. They honestly think Pinkie Finger is OP and has no counterplay, but on the issue of god pallets? Radio silence.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2732987#Comment_2732987

    You could see the gen is yellow. How is seeing a survivor's aura instead gonna be better? They can hide their aura like with BBQ, whereas with the yellow gen, you know 100% of the time that they're on there.

    I didn't say it was better. Just that you are more likely to get it to go off than before.

    A 30 second window to hopefully where a survivor gets a skill check and hits a good is harder to get value from than having infinite time for a survivor to hit a great skill check .

    It's still not a good perk, but you are much more likely to get aura reading from it than before. The few times I've ran Gearhead, I don't remember ever seeing a yellow gen.

  • Hey man, Clown was extremely oppressive LOL

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2731814#Comment_2731814

    Get token for a survivor losing s health state. No longer requires hitting twice with a basic attack. So easier by far to get stacks.

    Also, it shows the survivors aura instead of just the gen which is a bit more useful imho

    You forgot the part of hitting great skillcheck? Hitting great skillcheeeeck not good Greattt!

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733054#Comment_2733054

    Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.

    if balancing for people who are "at the top" kills the fun for lower level players (99% of the playerbase) then you shouldnt do it. there are ways to balance things that appeases to all levels of play, but pinky finger as is, is only balanced for like 1% of players, and is unfair to the rest

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733054#Comment_2733054

    Why are we balancing for people who aren't at the top, aka players who don't know how to play good? Apply that to any game, and you'd have a wrecked game balance, which is what we see here. Bottles take precise aiming, way more than a Huntress hatchet, not the other way around. Try running Pinkie Finger without the 2 extra bottles. Now imagine that with 2 less. It's gonna be a joke now.

    also if it really is "top level of play" being able to actually hit the bottle isnt a problem at all

  • @danielmaster87 said:

    Complete detachment from reality. That's what the nerfing of this perk and add-on signify. A strong add-on made weak, and a weak perk made weaker.

    Pinkie Finger to me is the one add-on that (kind of) makes Clown viable, and is completely fair. Suddenly a killer who has to hit you with his basic attack twice, and with his power 4 times, to down you is hitting you once or twice with his power and once with his basic attack. Is this a bad thing? No. This add-on is not just an unnerfed Iridescent Head; it's a fairer once. It's not like you aim on a survivor, let the bottle fly, and then they get downed. Take into account survivors are difficult to hit with their movement even when hindered, you have to reload after you're out of ammo, the Exposed goes away as soon as the Hindered does, and the bottle arc and speed is just so difficult to be accurate with.

    Try the add-on for yourself if you don't believe. You will wind up with chases that took longer because you tried to use this add-on than just chasing normally. You will not hit survivors dead on every time. This add-on takes skill, and when you nerf skillful things, you promote less skillful things because they have equivalent or better results.

    Gearhead was already an outdated perks because it's gen info. Gen defence and info perks at this point are a joke, because survivors can just do gens and waste too much time in chase for you to even use those perks. That coupled with Gearhead's ridiculous activation requirements made it an unplayable perk. So instead of buffing the perk in a super obvious way, like making it activate on any skill check, not just great ones, the devs do a horrific rework of the perk.

    Instead of seeing the gens with a yellow aura, you just see the survivors' auras who are working on the gens. What's the big idea? Do the devs not realize that 1 person on a gen can just hide behind the gen's aura, like they can against BBQ, and deny that info to the killer? It's complete nonsense that THIS is what a killer perk buff looks like. It's even worse than it was before! Yes, I know they buffed Dead Man's Switch, but I have zero confidence that that perk will stay as is. Once it hits live, if it even does, I can already hear the "this killa perk OP!" battlecry of the survivors. Blocked gens don't even regress.

    If you thought killers were going to be 'satisfied' with a midchapter like this, you are sorely mistaken. This is about buffing survivor perks once again, not nerfing their meta, and regurgitating seemingly random killer perk changes. I don't even know why I typed all this. It won't change a thing.

    Gearhead was a buff for sure, atleast in my matches. I'm great at hitting great skill checks and they can really make the difference so getting to know where a survivor could be where I didn't expect them is nice.

    In terms of pinky finger, it most definitely needed a nerf. Unhealthy stuff being changed isn't nerfs, it is health changes. This forum would make fun of survivors crying about key nerfs but when killers have unfair stuff changed it is BHVR being stupid? Can't be one sided like that. Clown did need some compensation though.

  • @microppman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2733752#Comment_2733752

    if balancing for people who are "at the top" kills the fun for lower level players (99% of the playerbase) then you shouldnt do it. there are ways to balance things that appeases to all levels of play, but pinky finger as is, is only balanced for like 1% of players, and is unfair to the rest

    Illogical.

  • @Lochnload_exe said:

    https://forum.deadbydaylight.com/en/discussion/303288/pinkie-finger-and-gearhead-nerfed

    Gearhead was a buff for sure, atleast in my matches. I'm great at hitting great skill checks and they can really make the difference so getting to know where a survivor could be where I didn't expect them is nice.

    In terms of pinky finger, it most definitely needed a nerf. Unhealthy stuff being changed isn't nerfs, it is health changes. This forum would make fun of survivors crying about key nerfs but when killers have unfair stuff changed it is BHVR being stupid? Can't be one sided like that. Clown did need some compensation though.

    If Clown is too strong with Pinkie Finger, I'm the sugar plum fairy.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2734049#Comment_2734049

    If Clown is too strong with Pinkie Finger, I'm the sugar plum fairy.

    good argument with well said points, well structured, my argument is countered good sir

  • Why did Gearhead change to great from good skill checks? Punish survivors for making the great instead of punish the ones who miss them?

    Clown is weak and Pinkys strength is overrated and always was. Let the garbage killers have some ok ish addons for gods sake.

  • I hope that the Gearhead description in the notes are a typo because if not then it is a nerf instead of a buff. It currently activates off of good skill checks if a survivor is hit with two basic attacks but it now has an even worse and random condition of having a Survivor need to hit a great skill check. Ultimately I think that they really need to take a bat to the meta and either nerf some of the more problematic things because these changes are nice but will not mean anything as the meta won't change.

  • Gear head was always required to get a great skill ckeck lol its stronger because you can use it more often and frequently then before so my question did you drunk to much or is your brain rotting already

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