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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

I hope you will be happy now

SoGo
SoGo Member Posts: 4,259
IMG_20250805_201230.jpg

So the Fog Vial opacity is getting reverted back to its PTB value. This is good, as this was a tad too much basekit.

Except...

  1. We still have the PTB nerf that reduced the size of the cloud to 8 meters.
  2. Fog Vials will have their rechargeability removed (as confirmed by the Community Manager), and replaced with amount of uses.
  3. The Iri now absolutely sucks. Who in their right mind would out this thing on?

These are not the end of the world, and maybe some other things will get adjusted, but it seems like the hiding in the Fog is over.

I just hope that this will be enough to satisfy people.

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Comments

  • Philscooper
    Philscooper Member Posts: 337

    i saw this comming from a mile away since, killer mains and bhvr do what they do best, whine and complain about the most minor ######### even though they can basekit counter them.

    i do feel bad for people getting attached but, is what it is, hope they use the strongest toolboxes and medkits so they maybe learn to not nerf every minor thing survivors have…while ignoring kaneki and clown being braindead asf to play against.

  • Brimp
    Brimp Member Posts: 3,554

    There was definitely a better way to make fog vials rather than "lmao robbing you of almost all your senses in a large area". The recharge was stupid and sound muffling was stupid. It's still gonna be good against killers that are walking to your area which has always been its best use case. It's still gonna be very good on indoor maps even mid chase.

  • Deadman7600
    Deadman7600 Member Posts: 433

    Yeah there's good and bad here. I would've done 37% rather than 33 and left the Iri as it was but the volume is a very good change.

  • Brimp
    Brimp Member Posts: 3,554
    edited August 2025

    I feel like both nerfs are fine depending on the amount of charges they do end up with. When used correctly it still can buy a lot of time.

    I am stealing an idea from someone but personally I would have just made it a bubble where the outside wall doesnt allow you to see out of or in but still hides scratch marks and blood pools. Still strong but not obnoxious hotbox the bathroom strong.

  • Deadman7600
    Deadman7600 Member Posts: 433
    edited August 2025

    I don't say this to invalidate what you're feeling, but maybe hold off on the uninstall. Fog vials are very new, they were never not gonna be tossed around and messed with like this because BHVR needs to see how they work best.

    I still forsee fog-vials having good things in their future. And hopefully the limit isn't low like 1 or 2 but is something like 4 or 5. Also remember that the next chapter is an original chapter and it'd be a shame if there were no perks surrounding this item since there are so many concepts and ideas they could provide.

    edit: adding this to illustrate my first point

    image.png
    Post edited by Rizzo on
  • Brimp
    Brimp Member Posts: 3,554
    edited August 2025

    I mean I don't really like current blight. I believe they made him extremely boring to play as all the fun stuff got taken out while also making his collision boring since 7.7.0. But you cannot claim this item was "weak" when it can cause so many chases so start upwards of 20 seconds later.

    Even then I've yet to see a good argument as to why these items are weak other than the survivor using them wrong.

  • tes
    tes Member Posts: 1,223

    Damn. I was fine with people using them, just wish not to spam… That’s sad

  • Brimp
    Brimp Member Posts: 3,554
    edited August 2025

    Thats the thing. Using them mid chase is legit not a good way to use it. Or I should correct myself that using it mid chase with only one is not a good way to use it. If you have people constantly rotating in mid chase with more fog vials then its fine mid chase. The item requires positioning and timing. Putting it somewhere in the middle of a tile while the killer is already there won't accomplish much which is especially the case if you use it on edge map/corner.

  • fussy
    fussy Member Posts: 2,099

    Iri addon should stay as it is now with reverted opacity, but other nerfs are completely fine.
    If anyone thinks that current Vials isn't just "let me press button to deny chase", it tells more about player, than about Vials.
    It reminds me Drama situations, where it's insanely strong in right hands, but most people think that this is a weak perk, because you need just a little of strategic planning to get a value. And this is where most players have huge problems.

  • Rudjohns
    Rudjohns Member Posts: 2,814

    Now they just need to revert maps and keys back again

  • Brimp
    Brimp Member Posts: 3,554

    Yeah I don't know it's like some people need to see it in a comp like setting to believe the item isn't useless.

  • TxQ
    TxQ Member Posts: 56

    My biggest issue with the fog vial is that it has unlimited use, and this should not be a thing, it should have charges like keys and maps.

    The fog vial conceals all the hook aura. I don't mind if the fog vial can hide the survivor's aura from killer perks and addons, but when it comes to hooks, it should not do so.

  • oecrophy
    oecrophy Member Posts: 448

    You’re not seriously trying to compare an item that one side can bring with them to what killers have as basekit power, are you?

  • oecrophy
    oecrophy Member Posts: 448

    I don’t think items are necessary to counter specific killer powers — but they definitely make things easier. Just like I can bring stronger add-ons on the flip side.
    So… no, I’m totally fine with it. Toolboxes can be huge help once I start tunneling hard. Good flashlight saves? I take it. GG if it works and its a nice flashy save. And : I didn’t bring Lightborn. Same goes for flashbangs. Medkits are strong tools too.
    And if people want to go for sabo plays — that’s fine by me. I can always slug, and they better be ready for a rough match. Bringing sabo into a match is super high risk.

    But: toolboxes are strong and super limited. Flashlights are often counterable (not always), and even when they aren’t — someone has to leave their gen, get into position, and if they want to make it easier, they have to sacrifice a perk slot for PGP.

    The fog, on the other hand? You just spam it. No skill, no thought about when to use it or what moment to save it for… no positioning needed.
    Sure, good positioning makes it stronger — but you can also just pop it early and spam it brainlessly.

    So yup, I think it’s a good thing that it now takes some skill and thought to decide when, where, and how to use the item strategically during the match and not just.. "I can spam it anyways."

  • Brimp
    Brimp Member Posts: 3,554
    edited August 2025

    Oh people are still on gens and don't act like some maps don't have very common easy to reach places in relatively quick time. Plus who said they're all going at the same time to fog vial? With four people alive you can reasonably have only 2 people working on a gen at a time and still have very good chances of 3-4 outting. In modern dbd if you aren't losing at least 1 gen by the time your first chase is done its either a skill issue or the killer is playing nurse, spirit, blight etc.

    You'd also be surprised by the amount of games I've seen where people rotated in with vials and eventually won the war of attrition.

  • oecrophy
    oecrophy Member Posts: 448

    Yup, I actually 100% agree with you.
    I wouldn’t have minded if they made it even a bit stronger the moment that charges are limited.. but..: But I say “actually” because I’m referring to my own matches and personal experience here.

    I think the reason BHVR is doing this (nerfing the opacity) is because... there are a lot of players who have issues with vision or hearing, but still play DBD.
    They learned the game in a state that was playable for them — with their limitations — and then suddenly an item gets added that, overnight, makes the game partially unplayable for some of them. I think that’s the reason BHVR adjusted the opacity.

    Of course, I can’t say for sure. But here's the thing:
    If someone has a physical disability, they’ll probably avoid games that rely heavily on sight — like shooters — where you know upfront that the game involves smoke bombs or visual clutter.
    With DBD, though, they probably checked out the game and realized “hey, I can actually play this,” because it didn’t have something like Fog Vial in it originally. And then years later, suddenly something gets added that makes it borderline unplayable for them.

    I don’t have any impairments myself, so I can’t speak from experience. But I try to put myself in their shoes — and maybe that’s what BHVR is thinking here, too, idk.

  • Ryuhi
    Ryuhi Member Posts: 4,474

    Can't shut pandora's box. If that's they're reasoning, its extremely poor and kinda tonedeaf.

  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    I don’t know. Just speculation about the motivation of bhvr: (why else would BHVR do this? I honestly can’t think of any other reason besides some of the posts I’ve seen on the forums from people who actually have physical impairments.)

    I don’t have these impairments, so I can’t say what it’s like to have them (which is why I’d never try to judge how bad this is for people who do). But that’s the only reason I can imagine why BHVR is handling it this way.
    Because idk.. only from my pov: they could’ve even made the effect a bit stronger once it became limited. (But that’s just from my perspective.)
    I already had little issue tracking directly in the fog as it was.

  • Ryuhi
    Ryuhi Member Posts: 4,474

    I get what you mean. The big thing with the item in terms of accessibility is that there are few ways to fix it without either obliterating it or just doubling down. They either need to give some type of viable way to compensate (like a perk that negates its effects, or revisiting how it interacts with auras,) or reduce the amount of tracking elements it hides (not necessarily their potency.) Those would probably be the only changes that would do much of anything in a reasonable manner.

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  • oecrophy
    oecrophy Member Posts: 448
    edited August 2025

    BHVR is just BHVR—does and bring something, then realizes maybe it’s not so great, and comes out with quick, unconsidered fixes.
    I’m super thankful for the limited uses, and that "braindead" spamming in every possible situation was never something I could truly respect or call "skillful" from a killer’s perspective. Sure, there were some tough groups who perfected it—not so much in a stealth way, but more to annoy you so the chase even starts, trying to milk max time from certain structures. (and denie window blocker)

    But now that it’s fairer and limited, I think the opacity nerf is overkill—at least from my point of view.
    I also don’t really know how to better solve the accessibility issue (which is probably the reason for this change). If visibility in the fog really improves, I wouldn’t mind if survivors got a small bonus when they leave the “influence of the fog.” (the moment the item is limited) Even if it’s just a short “free a few seconds of quick and quiet” or something like that. Or, idk, maybe a quick little dance with me—whatever. I chould be fine with that.

    (I think i would not care to much about such changes. (Normally, I don’t lose people that quickly))

    From a killer perspective, I wouldn’t have a problem if something like that came. (I mean, I’m of course also happy if, on the flip side, I can work better at range with some killers again—like Huntress, for example.)

    ehwk, I don’t know. I never really liked the whole fog idea from the start anyway.

  • SoGo
    SoGo Member Posts: 4,259

    Forgive me for asking, but, you mean the 10% opacity version?

    Because, yes, that one was relatively fine. I would just personally replace one of the current downsides with it taking away charges/increasing the cooldown significantly.

  • SoGo
    SoGo Member Posts: 4,259

    I disagree.

    Keys are almost perfect now, with Blood Amber only requiring the charges nerf to be removed to be perfect.

    Maps do need more things to track, true, and some adjustments are needed, but mechanically they are an improvement (mechanically being the key word here, not in the variety department, that one got truly nerfed)

  • UnicornMedal
    UnicornMedal Member Posts: 1,567

    Hatch too. Buffed Franklin's + added charges right before they changed its spawn behavior. Personally I believe sometimes they have two different teams working on balance or they push stuff out that gets approved irregularly and stuff clashes.

  • NekoTorvic
    NekoTorvic Member Posts: 827

    I honestly think the only thing they needed to nerf was the noise it made, because it was a tad loud and the infinite uses. I guess we'll have to see how the new opacity plays out as people get better, but i wish we had given the item some more time before such a drastic change.