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Fog Vials have a max of 2 charges now

Rudjohns
Rudjohns Member Posts: 2,814

LMAO

Please just remove the item completely and refund some bloodpoints

I would take even no bloodpoints if the item doesnt appear in my bloodweb anymore

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Comments

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    Hey folks. I totally hear your concerns here, but also want to give some background. Balancing is an iterative process that takes time to find a sweet spot, and this is very much another step in that process. To quote one of my favourite fantasy series', "journey before destination".

    We 100% want to hear your feedback once you get a chance to play a few Trials with this new change, so please let us know how it's feeling. We're here to grab that feedback and make sure the team is made aware.

  • jesterkind
    jesterkind Member Posts: 9,543

    I wonder, are Fog Vials items that can be boosted with Built to Last?

    If so, they might still be usable with a dedicated build. Outside of that, two max does seem like too harsh of a nerf, they're not as potent as flashbangs or anything so I don't think they need to be as restricted.
    I wouldn't be surprised if we see BHVR revisit Fog Vials a little down the line, this reads like a knee-jerk overcorrection because everyone's mad at them at the moment.

  • Coffee2Go
    Coffee2Go Member Posts: 771

    I appreciate being active thats something that i value a lot, you show it as a community manager.

    My take is that im worried limiting fog vial will promote people to still just stick to gen rushing with toolboxes rather than go for something new even if its prolonging games which it should due to killer queue times.

    I found the fog vials to be fully reasonable even with a cooldown and not limited to charges, if anything i think toolboxes as an item need adjustments over fog vials

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    Totally hear you on that! This is something that the team's aware of and are looking into.

  • BbQz
    BbQz Member Posts: 414

    Please don't quote Brandon Sanderson. That book series hold a deep place in my heart and this change(s) you made to the fog vials have been insane! The extra funny fact is a key element to those books are about struggling in isolation while learning to thrive together. Something bhvr has show they don't do by ignoring the community.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    It’s disappointing that the fog vials still block survivor noises and auras, even though most survivors really only care about the visual fog effect. Fog vials are still “quiet mode” that’s 4 times the area of fog crystals.

    And medkits and toolboxes desperately need to be rebalanced, so they are around the same level as keys, maps, and fog vials. It’s clear that the new reworks of keys and maps are never going to be popular, as long as syringes and styptics exist as they are. And survivors are just going to continuing threatening to use toolboxes and medkits, unless those items are finally rebalanced (like maps and keys were).

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    Chiming in here to agree with this. There’s always going to be a very tight window where most people on both sides feel like something is reasonably balanced. It will never be possible to make everyone happy because there are unreasonable people on both sides who are upset if they don’t win every single match. These are new items and finding the sweet spot for balance is going to take likely multiple more iterations.

    With that being said, I do think there are some major issues with how BHVR balances things. Changes very often seem to swing way too far one way or the other, and that happened again with fog vials. Original fog vials should have been slightly nerfed to start and then adjusted further if needed. Instead, they were immediately nuked into uselessness and now have to be buffed again (maybe several times) to be worth actually using over other stronger items.

  • Skitten56
    Skitten56 Member Posts: 559

    I think it would be best if you undid the previous nerfs and then balanced the density of the fog and the number of charges based on add-on and item rarity.

    So if you have the best Fog Vial lets say it has 2 charges, and if you use the iri-add-on to make it even better it gets reduced to 1 charge so you have 1 time amazing use. But if you use the weakest Fog Vial, lets say it has a default of 4 charges, because even with the best add-ons, it still isn't as good as the best one.

    This would allow BHVR to balance the vials based on how the character is using them. The stronger chase focused Fog Vials would be much more limited in use, whereas the weaker Fog Vials that don't block all view but still hide scratch marks/auras could have more charges allowing for creative use without blocking the killer from seeing anything.

  • Skitten56
    Skitten56 Member Posts: 559

    100% hope they do your suggestion.


    The number of charges a Fog Vial has should depend on its rarity and how dense the Fog is.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    We’ve had so many screenshots of survivors only caring about the visual fog effect, that I honestly don’t know why it’s so important to BHVR that the fog vials continue to block survivor noises and auras.

    At the very least, they shouldn’t affect survivor noises at all. It’s extra ridiculous that the fog blocks survivor noises, but doesn’t block killer noises.

  • ThatRyanB
    ThatRyanB Member, Administrator, Community Manager Posts: 619

    I totally hear the frustration here and know I personally can't change how these nerfs feel for you, but I do want to make sure the feedback I'm bringing back to the team is as specific as possible and as representative of your experiences in the game as possible. With that, it makes it easier to advocate for changes.

    If you don't mind me pulling this back a step to dig into the details, I'd like to ask two specific questions:

    1. Of the two recent nerfs to Fog Vials (reduced opacity; max 2 charges), do you feel that one of these in particular pushed the item from feeling viable to feeling like it's not worth using? If so, which was it?
    2. If you could make one specific change to Fog Vials that'd push them towards being an item you'd enjoy using, what would it be?

    I hear the more general feedback (and rest assured, it's being collected and shared with the team), but if there are specific facets of the recent nerfs that felt most impactful, I want to make sure I'm giving them my particular attention. That, and things that could make Fog Vials feel better for you (like the great suggestions of increasing the total charges a little more).

  • AhoyWolf
    AhoyWolf Member Posts: 4,645

    The opacity nerf killed them, 2 charges at max is alright, could be 3 with the rarest variant, the visceral variant add-on is worthless even activelly making the vials worse, make it add one more charge, simple.

  • jesterkind
    jesterkind Member Posts: 9,543

    Personally speaking, I would say the lower charges is the more substantial nerf. Fog Vials do have other effects than the literal fog itself, so reduced opacity does hamper them but doesn't outright stop them from working entirely. Only having two uses of a fairly inconsistent effect is much more of a concern, and would certainly push me to think "Why risk not getting value from my only two uses when other inconsistent items like flashlights have far more attempts and there are more consistent items than both of them like medkits, toolboxes, and keys to bring?"

    Addressing Fog Vials in exactly one change would be difficult, so if you'll permit me a little bit of a cheeky answer, I'd probably say "reducing the number of effects while increasing the number of uses".
    Ideally, I'd make Fog Vials infinite-use on a recharge but make it so they don't muffle footsteps - just lessening their potency while giving players more attempts at using the weaker effect. If I were to nail down what would be appealing about Fog Vials as an item, it's that they offer chase-based effects that aren't as restricted as other items.

    If they are as restricted as other items, it makes them hard to justify bringing. Weaker but more plentiful is better than stronger but fewer in number here, in my opinion.