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My Item Revisions, Vol. 3: Fog Vials
Hello!
In this discussion, I will talk about how I'd improve the new-ish item - Fog Vials.
While they are, in my opinion, a very nice idea and freshen up the game, they undeniably have issues. Unfortunately, BHVR chose the sledgehammer approach and now they suck.
So, here is what I'd do:
General things:
• The potency of the effect should be the same in every realm. This is the main issue that caused such varied opinions on Fog Vials.
• Increase the amount of charges to 4.
Apprentice's Fog Vial
• Reduce the cooldown to 50 seconds.
• Leave the other stats as is.
Artisan's Fog Vial
• Increase the cloud size to 10 meters.
• Decrease the cooldown to 60 seconds.
Vigo's Fog Vial
• Increase the cloud size to 10 meters.
• Increase the duration to 14 seconds.
• Increase the cooldown to 70 seconds.
(With these changes, the different kinds of Fog Vials would be suited for different needs)
Next, I'd like to adjust the useless iri add-on, and add 2 new ones to increase the variety. New ones are marked with a *.
Volcanic Stone (Common)
• Buff the effect to 7 seconds.
*Vial of Acid (Rare)
• After exiting the Fog Cloud, the killer continues to be affected by Blindness for 7 seconds.
*Reagent Mixture (Very Rare)
• After the fog cloud dissipates, the mist in close proximity of the cloud thickens permanently.
Potent Extract (Visceral)
• Increase the opacity bonus to 10%.
• Remove the duration downside.
And that's all for now. Thoughts?
Related discussions:
Comments
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I like the vial of acid. The no pools of blood addon might be good, but I don‘t find it interesting and for the iri addon I will wait what they‘ll do. It will probably already get a huge tune down.
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Iri addon should be basekit, but with decreased range, while the actual addon reduces opacity and increases range back.
Fog vial baseline is borderline useless for its supposed main purpose and can only be applied in boring "optimal" ways like hiding aura / prethrowing it to mess with a few killers like spirit. The main defining trait of the fog vials which is a chance for getaway in otherwise desperate situation is not happening without the addon.
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Thanks for commenting!
I hope that the iri add-on will continue to make the fog denser even past the PTB, I liked the stealth aspect a lot.
Without the awful droning noise and a downside to balance it out, it would be ok.
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To be fair, the best way to use it IS to drop it when there is already some distance regardless of add-on.
But yeah, the "disappear in plain sight" is just not happening unless you bring the iri add-on, but they are still a great stealth tool regardless. Better than half the stealth perks we have in the game, I'd say.
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i just think theyre very boring without that aspect.
survivors dont need more tools for sweaty optimal minmaxing gameplay, they need more fun random things and fog vials just underdeliver there.
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I mean, the Fog Vial is different that what was expected. Without iri add on you can see within 20m pretty well, making it poor getaway tool. And if it's primar effect will be antiaura then I don't think it will be very popular, even if it stays rechargable. I understand people hate that item for the getaway with iri add on, but it's the only purpose worth bringing it.
Muffled sounds can be simply removed overall as some counter to both sides and the aura can be left.
Iri add on increasing recharge time was my idea too. But if you need iri add on to make the vial good I'd more likely see more purposes of the vial itself. And the iri add on might be "When downed survivor is within fog, they get 100 % faster recovery speed but cannot recover on their own, doesn't stack." or "When within fog while you receive 100 % bonus speed to healing" Making it less of "Fog to hide" but "fog to do something"
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I mean, I'm still beaming over it since I love my stealth plays, and this allows me to just have a better Shadow Step whenever I like.
The iri is fine, as long as audio muffling goes away. The cooldown is a compromise, since it is a pretty easy escape if you have it.
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Fair opinion.
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Edit:
I have adjusted the discussion to account for the changes made after the PTB. I hope they would still remain viable after these, but let me know if you have thoughts.
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Edit 2:
Updated the discussion to also include some buffs to the nerfed version of Fog Vials and to also make the separate rarities more unique.
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I'd personally would love to see infinite charges coming back but leave fog very tiny and aoe very small so the item purpose is to juke aura perks, at this point the item would have some specific purpose and identity while not be oppressive neither useless in chase.
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Isn't that basically just what old Distortion did?
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Kind of, but at least the item would have it's own purpose. It's simple, medkit is for healing, flashlights for blinding and those items are effective for those purposes. But fog vials are mix of use it for this and that but truly don't shine at anything. You pop it to lose killer but fog is so meh that killer sees through it with ease. The only truly viable way to go is to make it anti-aura item. Surely you can say it can serve as anti-sound tool too, but I truly find it hard to utilize due to how bad it's overall effect is.
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Its just that i dont really see a use besides using it KNOWING the killer is comming.
And with the long ass cooldown, i dont see the point, what and who is it for?.
For stealth its bad, for protection its bad, for "looping" or "aggression" is useless to use.
Compared to the top 3 items.
Why would use a medicore smoke bomb over a
Toolbox that makes gens complete in half the time
Can sabo hooks
Can permanently add progress on a gen
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Medkits heal others quicker like for an anti-slug build
Heal yourself twice for better micro management
Exhaustion needle (i hate it but some ppl like it)
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Flashlights weaker but much more varsetile.
Blind the killer on pallet or camping hook
(Can use perks to ampify the effect)
Bait the killer, communicate ingame.
Save your teammates.
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