http://dbd.game/killswitch
They're already double-nerfing Fog Vials
Disappointing to see. The fact that they're nerfing the Fog Density AND are planning on making the charges limited so quickly is very frustrating.
I genuinely hope this doesn't significantly affect their strength because they've added some new flair to Survivor gameplay for the first time in a while and seeing them gutted in the span of two weeks would be really upsetting.
Even with the Ultra Rare addon they won't even match their current strength, even with all of the added downsides of the Potent Tincture.
Comments
-
Dont forget they already got a range nerf and that the iri add-on is literally a waste of bloodpoints.
26 -
More Bloodweb junk.
24 -
Not a surprise to be honest. People once again overreacting instead of waiting a bit until new toy syndrome is gone and the item was around for a few weeks. And BHVR obviously jumping the gun way too fast here.
But then again, not that I care too much about Fog Vials, I dont use Items anyway. So any nerf is only good for me, since I have to play less against it and when I play Survivor less people use them and bring their useful Items instead.
13 -
can't have killers losing tunneled survivors
I'm not against thr idea of smokes having charges though. but why relent so fast if you went to all this effort to rework franklins?
0 -
This is the result of listening only to the opinions of killers (the bad ones), ignoring those of survivors.
Anyone with half a brain can see how disappointing fog vials are right now, even with the visceral add-on. If you can't track a survivor in these conditions, it's a killer's fault genuinely.
Instead, not only will they receive a basekit nerf, but they will also limit its use in the game and nerf the add-on once again (remember that fog vials were already nerfed when they came out of PTB).
Honestly, it's ridiculous. At this point, I think it's better to go back to medkits and toolboxes if that's what they want
15 -
It's still gonna be very good when used correctly.
-20 -
I’m so fed up with how they respond to community feedback. they just added a new survivor item, everyone uses the new item to test it out (like any other new item/perk/character that gets added), community complains because they hate adapting to new things, devs hear the loud noise of complainers and instead of realizing that the fog vials are mid at best and medkits & toolboxes surpass them by miles, they end up gutting them 2 weeks after they release. I guarantee after they do the nerf to add a limited amount of uses, fog vials will drop down to the THE worst item in the game for survivors and we’ll be back to syringes, BNP’s and styptics every game!
Post edited by MoZo on24 -
Fog vials never should've even made it in. It's not a fun item to play against.
Like other items when they happen it's like "ah that sucks, but ay it is what it is". With fog vials… it's just genuinely annoying. I don't feel like "oh it is what it is" I feel like "oh this is just not enjoyable and just obnoxious to be playing into".
-19 -
Most of the time I encounter a Fog Vial as killer it's more like "Oh no, anyway!", and then I continue the chase unimpeded.
16 -
Yes. I never said they were strong, I said they're just annoying. Which is my problem with them, it's just an obnoxious item. Plus you can't even make it any better because visually / audibly impaired people wouldn't be able to play the game and it would make them broken.
-7 -
This was my experience as well. Most memorable was a game against a Blight where two of my teammates used Fog Vials and how fast they went down was a good indicator that the Blight was not bothered at all by them, lol.
14 -
As a person who plays both sides, and killer wise i main myers.
I will say that even in the maxed out fog vial addons i did not have that bad of a time hunting and tracking the said survivor if it was used near me, if it was tactically used then yeah.
The only thing i will say is, the fog vial should be tuned in favor for seeing hooks and gens easier and remain useful for survivors to escape chase and other things like it is intended.
Thats basically all i have for fog vial i was worried it would ruin my stalking and aura build, it does not ruin it at all and my panic was thankfully all for nothing.
Overall i think the prior fog vial was okay but i guess this helps (i did not play PTB since im on PS5 but i saw clips and they did look amazing)
So yeah i think this just helps balance the game in favor for people that were in majority of saying that fog vial was too much, for me it wasnt. (Maybe againts highly cordinates squads that know map tiles and utilize it to punish killers then yes)
10 -
i really hope they don't nerf them too hard :( im worried they're just gonna become another item no one uses because any other item would be more useful...i feel like they don't really need much of a nerf.
they're supposed to be actually beneficial to survivors, that's the entire point of items so i never really understood a lot of the complaints people had. "i can't see well in the fog" yeah man thats kinda the point
10 -
I was hoping it would become usable enough to help out with whole toolbox meta BNP part and gen rushing since i was praying for survivors to spend more time in chases and other objectives like that.
(Yes i am aware gen is main objective, but if doing only gens then BP and player XP isnt accumulated enough)
1 -
Honestly, as a survivor, I opposed including that item from the start. It doesn't even work, and now they're going to make it even more useless. I h8 being forced to grab them in the Bloodweb and having that slot taken away from items I actually need. I'd like my BPS to be put to good use and not thrown away. I also h8 to open a chest in a public match and have a vial appear... it's very annoying.
0 -
I just want to know if they're going to fix the fog vials on Switch. I'm tired of teammates using them across the map and I hear the fog noise and have fog follow me around during the match. This stuff is so broken.
2 -
Once again pandering to the killers, making survivor gameplay even less intriguing and boring. I understand the loudness, but the opacity and limited use changes are crazy. Every other Killer perk involves some obnoxious free aura reading, but god forbid we have one thing that helps counter that. They've already ruined distortion, what more do they want?
Really shows who the devs favor in the game.
5 -
We know what to nerf next!
-1 -
yeah that's something that a lot of people who are complaining don't seem to get…if survivors have other options for fun, useful items, they won't bring so many toolboxes and will have something else to do besides gens.
if we just nerf anything that's actually useful, people will keep going back to toolboxes and sitting on gens, because what else is there to do? fog vials might be "annoying" to some people, but there's plenty of things in dbd that could be considered annoying lol. oh well, all we can do is hope they'll remain usable :'D
7 -
I'm sure survivors say the same thing for the killers and add ons we take.
5 -
I hope that players will still use the fog vial, its still strong if used properly if used prematurly then its technically "bad" for me when i say bad i mean i can track the user who used it and down them with relative ease + michaels stalk ability still works (it wont show red aura but highlight them white outline to make it easier to spot within the fog)
-4 -
As usual BHVR going overboard with nerfs. And really, why not do the charges in the first place??
10 -
They need to address the inconsistency of the fog effect across maps. They are currently not that effective on some, but too effective on others. Iri add-on is definitely useless now i already decided that it was not worthwhile currently. Limited charges is fine i think.
But yeah they are a fun item so it would be a shame if this is all gonna result in them feeling useless.3 -
BHVR loves the double nerfs. It's really the most frustrating thing about their balancing.
My personal opinion is they should limit the charges first and then see if fog vials need more changes whether buffs or nerfs as a result. Because I think fog vials will never be balanced with infinite recharging.
16 -
Iron Will getting nuked and then reverted two years later and it being mostly fine anyway comes to mind.
STBFL is still in it's double-nerfed state for so long. It's really annoying.
10 -
OK but like… Why now?
Can we have a patch where everything isn't completely broken to test these new items out first, please?
Why is this being done in a hotfix patch, as if this is something that really needs "fixing" right now? So disappointed by these changes. If they are to be limited, then surely their effects should be made stronger and not weaker. If they're not for helping you lose the Killer in chase, then what exactly are they for?
Since BHVR are in such a hurry to nerf things, can we also have an ETA on when they will be reverting the unpopular Clown changes?
10 -
Not technically a double nerf, but I always had a bad taste when they bug fixed Xeno's tail CD movement speed and also nerfed the tail CD movement speed when it was rarely relevant due to the bug.
DBD is a live service game, but it feels like the devs just throw out all changes at once then wait years before they correct them. I wouldn't be surprised the additional content coming nearly every mid chapter was a factor.
-2 -
I’m horrible at playing killer and have had zero issues with keeping track of survivors. Even with the dense fog it’s not hard to find survivors again.
10 -
Charges should be limited like any other item, this disparity makes no sense; should always have been this way.
-2 -
I think they should've just added the use limit. I don't think it's good design to have ANY item have infinite uses. And also lowered the ambient fog audio of multiple Fog Vials stacking, that was obnoxious.
BHVR should tell the community to wait a little until crying about stuff, unless it's very obvious that something is extremely bad for the game ofc.
3 -
its so funny, because you know the same kind of people will go right to complaining about medkits and toolboxes,
but yes, fog-vials were the real problem that killers struggled, what a joke.8 -
I'm just baffled. Are they already nerfing fog vials? Well, it's back to the old ways with medkits and toolboxes. Remember, change everything to change nothing.🤣
10 -
we’ve all known what needs to get nerfed but bhvr has a insane problem with nerfing the weak killers/items/perks on both sides and keeping the top tier stuff the same instead of buffing the weak things and nerfing the top things to shorten the gap between the meta/overtuned and the detrimental/undertuned. how many updates is blight/nurse & syringes/commodious toolbox gonna zoom past the nerfs section and balanced/niche perks/killers get nerfed/gutted? it’s becoming a serious problem.
3 -
Syringes have been so overpowered for so long, but Fog Vials are the problem apparently.
2 -
I wonder who BHVR keeps listening to when they decide to make these kinds of changes. Is it the people on TikTok? (they have the WILDEST takes, it's pretty entertaining btw)
4 -
They really do.
All the new item iri addons have two downsides. Ruin got a double nerf, Iron Will got a double nerf, STBFL got a double nerf...
9 -
I'm so bummed about this. I really hope they reassess something as drastic as a double nerf for an already mid item. It's bad enough I'm barely getting any vials in my bloodweb, but I've been having so much fun with the few I've gotten.
Now just one tiny week or so of killer mains complaining about them being "annoying" and "disengaging" and they're nerfing it. You know what's annoying and disengaging? Spending the game laying on the ground. At least with vials, the killer can still act. If the rampant and unchecked tunnelling and slugging is going to continue making the survivor experience awful, I at least had a funny new toy to use while I got tunnelled and slugged. But if they're gonna destroy them, what's the point? I can just get slugged with my toolbox and my sweaty gen build. Or maybe I'll throw on one of those obnoxious meta exhaustion speed builds that I can't stand because God forbid any new or intriguing elements come into play on the survivor side.
9 -
We still don't know if the charge nerf will actually do much.
For example, will Vigo's Fog Vial have 5 charges, and one of the add-ons will add an extra charge on top of that? Because I don't think most people are using this item over 6 times in the same match.
-3 -
Exactly nerf those stuff already
0 -
Why add a new fun item to use that actually adds something fresh to the game just to nerf it and make everyone go back to medkits and toolboxes. Its boring and so dissapointing.
13 -
yeah true, and if they do, the chests still exist. Hopefully the next chapter has a perk like pharmacy for fog vials. Adding that with limited uses should provide extra steps for people specifically wanting to meme with them because it is fun to use but I don't think unlimited uses are healthy at all.
0 -
True, but the sentiment is disappointing and I don't exactly hold much hope for them not to be overnerfed.
1 -
When killers have addons that overperform, BHVR's strategy is to nerf the overperforming addons.
So if survivors have items that overperform…. the solution should involve nerfing the overperforming items.
The limited charges might be barely noticeable, if survivors can circumvent the charges with a "pharmacy for fog perk" (since that allows 2 fog vials per game). Or if survivors can circumvent the charges with Built To Last. Or if survivors can use Streetwise and find a +80% number of charges fog vial.
There are so many things that can go wrong, with a charge-based item, since the game doesn't really have any yet.
-8 -
They never said they reworked Franklins because of fog vials. That was all just people making things up on the forum.
1 -
Good. Hopefully no one will use them anymore, this should never make it to live servers. This pretty much sums it:
-11 -
Fog Vials should be strong if they are to be competitive and worth bring over other items. I don't know how much these nerfs will affect them but I am worried they might go too far.
Ideally Fog Vials should be balanced by limiting the number of charges and having the good add-on increase the cool-down for them. This would let them be strong but also make it so killers will only see them a few times a match.
Personally I think it would be fine if the better Fog Vials were limited to say 1-2 uses and performed very well while the weaker ones like the Brown Fog Vial could just be a minor annoyance/distraction but have say 5-6ish uses and shorter cool-downs.
4 -
This scenario is so cherry-picked it's not even funny.
Bro went into a custom game, picked the shortest killer in the game, went to a map with some of the densest shrubbery possible and decided to double-back over himself in the fog instead of just walking through it? That doesn't prove anything.
14 -
I definitely would've waited a bit longer before reducing the opacity, I'm not confident that they needed a double nerf.
Adding a limited number of charges is necessary though, they were too strong being unlimited. But I feel like they might have been fine with just that change alone and maybe only adjusting Potent Extract (and leave the base opacity at 40%)
7 -
Basically usless after the patch so sad I guess I won't be using them anymore they were brainy useful
4 -
So is Tombstone Micheal circumventing the typical hook system with instakills? Or do only survivor perks circumvent things?
7
