http://dbd.game/killswitch
Haven't seen a single fog vial in 10 killer games
Plenty of medkits, toolboxes and flashlights though!
I don't think these items really needed to be nerfed at all, honestly. Ran a few games with one on Survivor and they're pretty significantly easier to see through.
Comments
-
I was considering trying them out after a fun match where I found one in a chest and it seemed to work out well. Post nerf I've just been sticking to the same med-kits I was using before. If you can just see right through the fog cloud like some of the videos and pictures I've seen show then it seems even more situational than it was already.
For my killer matches, I haven't seen anyone bring them this past day either.
6 -
I've seen a total of one get used and I'm pretty sure it was found in a chest as I dont recall it in the lobby. Since I've got my gen build back with Built to Last, I probably wouldn't even pick it up in that case, unless I've already done three refills. And even then, why bother? It's quickly joining the key as bloodweb clutter.
4 -
- I'll say something controversial. Even before the nerf, I didn't see vials that often; medikits and toolboxes were always the most popular choice. After yesterday's nerf, I haven't seen any fog vials anymore (and I've been playing a lot).
11 -
I think there's a few reasons for that. People are hesitant to try a new thing over something tried and true. It's also an item you have to learn how to use right, like the flashlight, but unlike the other items. A bad experience or two probably turned people off right away. They were also pretty scarce in the bloodweb for p100s. My p100 currently has 4 left and that was with me spending a lot to try to get them.
4 -
Youtube.com/watch?v=fHU4ysmimbM
0 -
sorry, burnt through all of mine while making my Invocations extra spooky hahaha
2 -
They are still usable, but they are now in a camp of difficult to get value from reliably. They can be clutch, I did have a Vial I found in a chest work well for me on a couple of occasions... but of course there was also the one time it didn't work that got me killed.
Fundamental problem of course is they work better with survivors with dark clothes in dark maps and/or lots of corners as well, whereas before they were generally useful on everyone in majority of maps...
This is why I don't think reducing the opacity effect was the way to go. Vials being strong evens their usage out across the board... just give it a limited number of charges and the item is fine. If I can bait/burn that resource as a killer then it's all good... the issue with unlimited charges is I basically always have to commit to the chase for it ever to be worth it, and it often isn't on an m1 killer, where 1 misstep can leave me in no man's land with a minimum 15s catch up time.
1 -
Nerf Medkits and Toolboxes they are to strong anyway
-10 -
I just tried using a fog vial on Toba Landing and it was barely thicker than the map's fog, could see through the whole thing.
6 -
Yeah, they are giga nerfed, it's just on some maps it's bugged they shouldve fix bugs first before nerfing it
1 -
to put this more elaborately; no one is ever going to use fog vials keys and maps enmasse if these three items are not allowed to be good and medkits and toolboxes are going to be the objectively better thing to bring (leaving flashlights off because running that is partly skill based, which can be argued for keys and maps but their main issue is the inability to hold their properties in comparison to the new token based charge system). i agree that the fog vial nerf was too far and they really should only be removing the infinite usage aspect of it, but if we want equal usage of items they would have to be equal in power.
alas i dont know how to fix toolboxes. medkits i feel as though the problem spawns from the good addons on them being so good, its pointless to run anything else. toolboxes have the caveat that most their gen progressing add ons, hold BNPs. are green tier or lower. there are two extremely good iri medkit add ons, two very good purple add ons, and even the blue ones are worth it to run. the love just doesnt feel spread right
1 -
We knock Medkits and Toolboxes down rework the add-ons and less charges and efficiency
-1 -
I don't feel like toolboxes on soloq are that juiced unless you're using them for sabotaging or you have Built to Last. If BtL ever gets nerfed than it's medkit time for me. A single toolbox just disappears on a gen. My gen build is already hurting form the loss of Streetwise's previous function.
But with BtL, the BNP is overrated. I can only use it once, but I can use scraps and wire spool over and over, which makes them better choices.
1 -
The only thing that needs nerfing about Medkits/Toolboxes are syringes and maybe BNPs.
-1 -
late reply but i think people overvalue toolboxes cause on their own theyre very meh but a whole team bringing them with coordination is something to be wary of. i definitely think on their own medkits are a bit stronger for the purpose they intend to serve
-1 -
In that situation, why would anyone bring any item? What would a med-kit actually do that would justify bothering with it? What would the toolbox do? If I'm playing survivor and a game goes exactly the same, beat for beat, with an item than it would have without an item, what's the point other than wanting to fill an empty slot on the loadout screen?
1 -
To have a situational tool? Medkit lets you self heal, toolbox lets you sabo, flashlight lets you go for a save, etc. The point of items is supposed to be to give you an option you don't have without it, with their secondary effects (healing/repairing faster, perk synergy, etc) being secondary bonuses to provide a baseline value if the options don't become necessary. The fact that they're generally seen as primarily an augment to their passive application means people would rather they be easier to use than more effective at their niche.
0 -
While I dont think the nerf or heavy nerf was needed, I am still seeing fog vials in every other match. At least for my lobbies.
-1 -
I was referring to the poster's call to reduce both charges and efficiency on items. Without running perks or augmenting the item with add-ons, a med-kit has only enough charges to perform one self heal. If you reduce the charges it is no longer capable of performing that function.
0 -
Thats true and is why the minimum application value should always be baseline. That said, that doesn't mean the higher thresholds on the better versions can't be adjusted. I don't have a dog in the race on what should(n't) be nerfed, just that the items core purposes (and people's perceptions on them) seem to be part of the issue.
Post edited by Ryuhi on0 -
For small little boosts right medkits and Toolboxes are way to game changing especially the Addons
0 -
I only use them if there's enough time for me to open a chest. The density being changed is a very notable difference and honestly the vials weren't incredibly useful before the nerf either. They were more of a mini-catchup for Survivor, whereas now they're more of a party favor.
This raises a good point that the Vials might've fared better in the older days of DBD when there was stronger emphasis on chase and baiting out bad plays. Instant gratification means that things like this have to go, even if theoretically they're fine.
1 -
How exactly? What specific scenario do you think is overpowered about them? Given some of your posts it honestly seems like you just don't like survivors getting any utility out of their items.
0 -
What doesn't help of course is, like most things in DBD, dashes nullify the effect.
Using vials against say a Myers or Pig on an indoor map almost feels like cheating. You just throw a semi decent pallet that they have to break then vanish into the ether. Often even if they spot you, they often don't follow you perfectly and lose way more distance than they normally would. Quick and Quiet especially opens up some really good options to bamboozle the killer and make vials a lot more solid.
However... many of the things you can use to make vials good... just don't work when you're playing against something like Blight or Hillbilly who can easily stick to you through the smoke, and of course if you're injured they are preyty much useless, so characters like Ghoulare off the table. At least they aren't bad against Nurse... you can actually try to do things against her...
If they revert the opacity again, they wouldn't be a slouch against the fast killers either, and could actually mess up a Nurse pretty hard... so we can dream 😅
1 -
Yeah, they were totally pointless against Ghoul when I tried. I already knew that though and was just doing it for fun. 😝 It just feels lame to have something new and shiny become not so new and shiny so quickly.
1
