http://dbd.game/killswitch
New Fog Vials need some kind of limitation...
So I'm finally back from holiday and been able to actually take a first hand look at things in this patch...
Fog vials are cool addition!
Now I was of the opinion that these would be a good item to add... we had them before in events and they weren't busted then... so I was even one of the voices suggesting this should be added into the game, which is great to see, and I'm glad they are here.
What's the deal? Are they strong?
I've seen people saying they aren't strong. While this thing is nearly double the size, it doesn't obscure nearly as much as old Fog/Void crystals did... so it's weak right? Who cares if its bigger if it doesn't really obscure anyway?
Well, I think a lot of people thinking they are weak are trying to use them like the old Fog/Void crystals, where you drop it in front of the killer and try to bamboozle them in the smoke. This isn't how new Fog Vials work, doing it this way will definitely just get you schlacked.
The way you should use them correctly is when you have made a little distance and lost line of sight (such as when using something like Lithe). When you do this, the killer has to take a guess where you went, and the more places you could have possibly gone, the harder it is for the killer to predict.
So are they too strong?
After seeing them first hand and in the hands of a competent survivor, Jesus, these things can be an absolute nightmare to face. They aren't unga bunga auto win good... but if you know how to use them, they can be utterly devastating to the killer... which in of itself is not the problem... it's the fact it's always up for EVERY encounter.
You might be tempted to say "skill issue", but there is a reason the killer has scratch marks... it's because the killers FOV is smaller than the survivors, and can't see up and over terrain, the survivor has the disadvantage of speed and killer powers for the advantage of better vision and the ability to hug tiles better than the killer. The scratch marks level the playing field so ditching at the right time is strong and buys time, but does not leave the killer completely lost unless the survivor was especially clever... this Fog Vial... is not especially clever, it is quite easy to ditch the killer using it.
What makes it worse is the killer has no answer... Predator or I'm All Ears are blocked, Stridor isn't enough because they are often using it when they are too far for me to hear anyway, I have no options for limiting it's effectiveness... I just have to guess every time and if I'm wrong, then it sucks to be me.
They need some limit...
Having this thing always up for every chase is such a problem. It being strong as it is would be mostly fair enough... if it wasn't infinite.
I literally lost a 2vs1 with 2 and half gens left, and the easiest 4k of my life because of these things on RPD... I read this Michone hard, and predicted her I kid you not 8 separate times, but she was always lingering in places with loads of options for where she could go, pre ran and threw, and I had to guess each time with a very small chance of guessing right... and she wasn't doing anything skillful... just pop smoke and hold W any time I got within 16m of her.
Even if I guessed partially right she had so much distance on me that by the time I caught up, one God pallet later it's practically back on charge to go again. I should not be predicting and finding a ratting survivor on 8 separate occasions and losing them every time because they can disappear at will when outside my FOV.
The vials need some kind of limitation, be it limited charges, a reload action that takes so many seconds, or the killer needs some kind of option to answer it.
Comments
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I feel like limiting charge amount would result in a solid minute of silent hill gameplay, because of how the cooldown prevents spamming.
My opinion is that the PTB to live changes were the last straw.
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Items can have a limited amount of charges, and a cooldown between uses.
The killer power icon already has a clock timer functionality, where the icon itself shows a cooldown timer. Fog vial could have that to show the cooldown, and have a number on the icon itself to show how many charges are left.
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I've seen people saying they aren't strong
Yep, same people who use it second before they are about to get hit and then come here to cry "it's useless". Like with every thing in this game, which need just a tiny bit of logic and strategy, 80% just can't handle it, but still sincerely believe their opinion matter.
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Is that really such a bad thing though?
I mean genuinely if 4 survivors brought 4 fog vials and spent the 2 charges each constantly to make lore accurate Midwich, would anyone really be upset?
I'd much rather Survivors blast me with smoke at the start of the trial and not have this permanent "stuff you, roll a d10 to see if its worth your time to try and chase me mr. M1 killer" tool every time I see them.
From Survivor side, I would like to have some degree of resource management to worry about, rather than LoL throwing every time the killer gets even remotely close.
Like genuinely on a map like Lery's, this item feels like Survivor equivalent 4.6m/s Scratched Mirror Myers. There are no decisions to make... you just have zero counter play, you hold no cards, you know exactly what the Survivor is gonna do, and yet you can do nothing about it except hope they screw up and otherwise slowly lose the game.
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I can see where you're coming from.
However, I simply think that restricting the amount of uses they have is a solution that will end up not working, and is unnecessary.
The issue are the specific stats the item has, with it covering every single stealth stat possible, except blood pools. Scratch Marks? None. Aura reading? Disabled. Injured Noises? Hard to hear. Footsteps? None unless you have superhearing.
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That's fair, and yeah, limiting it in some way shape or form is what's needed, and uses isn't the only way to do it.
I opted for limited uses because I figured people probably like the strength of the item, and it IS a good tool for what it does. I figure while it's annoying, it's managable if it isn't something you have to deal with every time it comes off cooldown.
However you could as easily impact it's strength on each use instead... those are also valid nerfs... I just dont think that would be a popular route.
We'd get the old "Fog vials do nothing, Survivors never get any good effects, blah, blah", whereas if it is strong but limited in uses, it is much more defendable as it CAN be clutch if used well.
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Ok, that is a good way of thinking.
Imo, the PTB Fog Vials were perfectly usable, as they gave you effects of Boon: Shadow Step on demand plus the fog.
But, most people wanted the version of them with the iri add-on basekit, so I guess this would be a better way to not enrage them.
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