A pivot point applies to unbalanced count systems only. It's a particular point in the running count where that running count is always equal to the exact same true count, regardless of how deep in the deck/shoe you are.
Some unbalanced counts are designed so that the pivot point is at +4.0 true, such as KO. Whenever your KO running count is +4, your true count will always be +4.0 -- anywhere during the dealing process. At that running count, it is perfectly accurate. But as your running count drifts away from +4, error starts to creep in and becomes larger the further away from your pivot point you get. With a running count of -4 for example, your true count would be +2.2 if you're early in the shoe, but -1.3 late in the shoe.
Since a given "key count" can produce a 0.7% advantage at one part of the shoe, yet a 1.1% disadvantage at another point with KO, most other unbalanced counts are designed with their pivot points being equal to +2.0 true, such as Red 7, Kiss 3, UBZ and Uston SS. With all these systems, that running count which has been deemed to be their "pivot point" will always be equal to +2.0 true, exactly. But as you drift above and below that pivot point, error again starts to creep in. Most of the error with "+2 true" unbalanced systems however, occur at high running counts where the true count is +4 and beyond. But at "wong-in" and initial "ramp-up" running counts, they are quite accurate, and are more effective without any fine tuning.