http://dbd.game/killswitch
I hope you will be happy now
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...
- We still have the PTB nerf that reduced the size of the cloud to 8 meters.
- Fog Vials will have their rechargeability removed (as confirmed by the Community Manager), and replaced with amount of uses.
- 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.
Comments
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at least commodious boxes are still on the menu
11 -
- They complain that no new items have been released for survivors for years.
- A new item is finally released.
- They complain that a new item has been released.
- They want that item to be nerfed until it becomes unusable.
- They will complain that no one will use that item and that the same ones will always be used.
A continuous loop, a community base of incredible whiners who refuse to adapt to the game's new features, even the most insignificant ones.
45 -
No i'm not happy, just delete it from the game i'm wasting BP with fog vials + add ons, it's time to debloat the bloodweb
23 -
Nope. All it needed was charges like every item. These nerfs will kill it.
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Think they should've made it one or the other. Instead of these extra nerfs with limited uses. Maybe it should've been unlimited uses with nerfs going through OR no nerfs but have it be limited uses not both.
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I'm so grumpy about this, I've got half the mind to be petty and bring the beefiest toolboxes that I can to every trial for the forseeable future.
I hardly ever used items before they added the vial, so I've got hundreds of these things to burn through.
14 -
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.3 -
I guess they see more fit 10+ min queue time or having the Killer player play a match of Survivor for priority queue.
10 -
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.
-19 -
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.
-11 -
Any stealth perk is good indoors. Even the bad ones like Self Preservation.
But that is not the point.
The point is that the Fog Vials are getting double-nerfed, even though a singular one would suffice.
Like, sure, make them only usable a certain amount of times, but don't also nerf everything else.
23 -
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.-10 -
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
Post edited by Rizzo on0 -
Best comment I've read so far! 💯💯
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So they'll still be good on the 6 indoor maps in the game. That's a bit like saying mirror Myers is good.
I thought the vials would be DOA but I guess I was wrong, it took BHVR two more weeks to reduce them to meme status. I like a meme perk / add-on, but let's not pretend these are still going to be "good".
16 -
I have no hope in them doing the good changes. Last patch they made maps a cheap version of windows of opportunity and removed all their old functions which was why I used them, so they are useless now. They made clown even more unfun to play against. Keys blood amber addon is trash now and will stay that way for years because behavior leaves stuff in a terrible state for years. That‘s how it’s always been with them. The new charges system for maps and keys is really bad, because it make them too limited. Now fog vials are going to become useless and they won’t do anything to keep them in a good spot and why am I so sure about that? - Because that‘s how behavior handles things since I started playing.
They are saying that they will keep adjusting them, but that is just marketing. They just say some nice words so we shut up about it. Behavior won’t suddenly change how they handle things. They will just continue as they handled things in the past.
I also don‘t think next chapter will have any good perks, behavior is afraid of releasing any good perks and will probably give us bad perks again.
I know this sounded very negative which it is, but thank you for trying to give me hope. I really appreciate it.
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That's a shame. I actually had a survivor match yesterday that made me feel like I got some value out of a fog vial I found in a chest. I used it on a couple of unhooks and a couple of jungle gym hides with an approaching Oni. It had me considering bringing them intentionally rather than my usual med-kit. I'll wait to see how many charges they have and how ineffective they become in real matches but my early guess is it'll be somewhere between key and add-on-less brown toolbox levels of useful.
So I guess sticking with my med-kit it is then. Congratulations killer mains - you got more med-kits.
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There's something hilarious about someone with a blight pfp asking for nerfs to an already weak survivor item.
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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.-8 -
Damn. I was fine with people using them, just wish not to spam… That’s sad
3 -
When I set up a build around it, dropped a flashbang to blind the killer first, then dropped fog, left the loop, took a hard 90 degree turn, and the killer was STILL on my ass within seconds (was just a pinhead, no dashes), yes the item is already weak.
I braced myself to play killer when they came out and equipped Predator expecting to be losing chases left and right. Only to laugh at how useless they were most of the time as I continued chasing survivors through them with no issue.
Nerfing these immediately while Kaneki is still being "evaluated" and Lightning McClown is left untouched, just WOW.
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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.
-10 -
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.-7 -
Now they just need to revert maps and keys back again
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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.
-10 -
Whoa... it doesn't need a double (triple) nerf... yes I believe it needs reigning in a tad, but this is overboard…
What's with the nuclear option? Couldn't there be a more measured set of changes instead of applying 2 (3) major nerfs all at once?
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Putting my gen build back on as we speak. Commodious toolbox with wire spool and scraps, Built to Last, Prove Thyself, Deja Vu. These gens get done in five minutes. Join me.
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There are only two kinds of BHVR nerfs/buffs: tiny number tweaks that don't matter, or complete obliteration.
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It’s the double standard. Each time they release a new killer we as survivors have to learn a new power, new counter play plus all of the add-ons for their power and how it changes it. We’re just supposed to figure it out and adapt. But killers won’t adapt to one new item instead they whine and complain to get it nerfed. So let’s get this right… survivors are supposed to remember 40+ different powers and counter play… but survivors get ONE new item and killers don’t like it so we’ll just nerf it out of existence? Yeah if that happens you’ve officially told survivors you don’t care about their experience and I agree with just leaving.
11 -
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.
-9 -
There's a small but vocal minority that get listened to. They dont touch survivor but love to dictate what the role does or doesnt need. If people are happy with something, then you need to speak up and drown that minority out. Dont just share feedback about things you dislike. Share feedback about things you enjoy too. Or else this happens. Now I have to go back to seeing toolboxes and medkits and flashlights every game (and that minority will be back to complaining about those too)
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killers powers are unlimited use. Once again, a double standard.
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They just won’t say what they really want. They want us to start the match on the hook. We would have no items, they would remove pallets and windows. Oh, and we’d get no perks either, but they would get all four of theirs plus their power.
And the thing is, I play killer. I’d say it’s about a 6040 split with me playing Survivor a bit more. But none of the things that they complain about are actually a thing. They don’t want the game to be balanced, they want to stomp survivors in every single match and if that doesn’t happen, they think there’s something wrong with the game and that it needs to be changed.
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"Lightning McClown" 😂😂😂
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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?
-10 -
You’re not seriously trying to negate the fact that survivors can bring items BECAUSE killers have powers, are you?
14 -
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."
-10 -
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.-9 -
Limited charges is a warranted nerf, but nerfing the opacity is overkill. The infinite use was the only problem imo.
And yeah Potent Extract at 5% with those downsides is bad.
8 -
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.
-6 -
Can't shut pandora's box. If that's they're reasoning, its extremely poor and kinda tonedeaf.
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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.0 -
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.
-1 -
This content has been removed.
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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.
-1 -
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.
0 -
Looking at BHVR's past nerfs, they do love the double nerfs to stuff deemed too strong.
STBFL, Ruin, Iron Will, Blood Amber and now Fog Vials.
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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)
-2 -
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.
1 -
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.
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