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Fog Vials have a max of 2 charges now

24

Comments

  • Coffee2Go
    Coffee2Go Member Posts: 771

    Uhh soo for me it goes this way:

    1. The most recent one would be this one if i had to pick between opacity and charges ir would be charges of course since when i run fog vial its technically "harmless" when u compare it to toolboxes and medkits that can be recharged with perks in closet.
    2. If the fog vial could go back to its original state with finitive uses or be rechargable with the same perk people use to recharge other items while in closet, and second change would be to just make opacity be a middleground between how it used to be and newest one

    I generally think fog vial is awesome to use againts killers that rely on BBQ and other aura reading perks from far away and just generally gain advantage from that (you still needed to time it with fog vial and not just deply it).

    With current changes it would fully remove the ability to use it for those scenarios and such

  • PigWithTvs
    PigWithTvs Member Posts: 377

    tbh as much as i hate fog viles i feel like this a lil overkill xd

    maybe keep this change but buff them in some other way?

    to make those 2 charges feel worth using

  • LilythGeist
    LilythGeist Member Posts: 21

    1. Going against the grain here but IMO either of the nerfs is fine if other is reverted. Either make it unlimited with decreased opacity or old opacity with limited charges

    2. I know this is unlikely to happen, but if killer is nearby rather than blocking the Aura reading it should add extra aura views heading into random directions.

  • 4thdslip
    4thdslip Member Posts: 338
    1. Both changes were bad. The fixes that needed to occur were as follows: 1. fixing the chase bug (which the team performed! I am thankful for it!), 2. fixing the perma fog bug, 3. fixing the lighting issues on Eyrie/Dead Sands and all the Withered Isle maps, including the bug in which if you enter killer shack or basement, or light a boon totem, the entire map gets foggier, 4. ensure that fog visibility is the same across all maps with the fix.
    2. Revert the changes to Fog Vials and perform the fixes listed above in the exact order stated. From there, you can begin to adjust things like Fog Vial opacity and cooldown. If the team refuses this, revert Franklin's and put more charges on the Fog Vial to put it in line with Key and Map charges. This change would allow Fog Vials to be usable in matches without having to either buy Felix or find Built to Last in the Shrine.
  • Coffee2Go
    Coffee2Go Member Posts: 771

    Okay one is a perk the other one is an item.

    I get it and we here get your point but stick to the topic because fog vial needa to help promote other item meta gameplay than just gen rushing

  • 4thdslip
    4thdslip Member Posts: 338

    Tracking the survivor is part of a killer's job, so Phantom Fear is fine, but I agree with the bitter sentiment.

  • fussy
    fussy Member Posts: 2,099

    I use Fog Vials a lot and seems like in minority of people who understands how to use them right.
    Most people just want to press a button and disappear mid chase, while it's more strategic tool.
    I think first step is to make opacity equal on all maps, because on some maps it's completely fine and on others it's pretty low now.
    How can we judge on its strength, if we don't know what to take as default opacity?
    So after you guys will fix it, we can see what is default opacity is and then judge.
    I think 2 charges is perfect place to be, maybe addon with 1 additional charge would be cool, but there is no point to make it more than 2 charges at base, because you don't use it more than 3 times on average with endless charges anyway.
    I would really like to see Fog Vials being strong, but limited and not braindead to the point where you pressed the button and won the chase, as before.

  • tjt85
    tjt85 Member Posts: 1,657
    edited August 14

    I second this. We still don't know what the intended opacity a base kit fog vial is meant to be because there's no consistency across the maps. I'd go as far as to say I don't actually know what fog vials are intended to do anymore. Are they for losing the Killer in chase? Or are they more like a portable stealth perk that you pop once you've lost the Killer's line of sight? Perhaps they're for disguising your aura & location from long range aura reads and ranged powers? The vials really needed more time for player experimentation, since unlike toolboxes and med-kits, it's not immediately obvious to players how they are supposed to get value from the item.

    It would help for us to know what BHVR wants players to use the item for. Then we as a community will be able to give you better quality feedback about them. Right now, I don't know what fog vials are supposed to do because they don't seem to do anything at all particularly well.

  • albertoplus
    albertoplus Member Posts: 494

    They should not make any changes with the opacity until the bug where the opacity changes depending on the map is fixed.

    If they "revert" the opacity changes, we are again on the same point where on some maps the Vials are useless and on some maps the survivor magically vanishes at the moment it is thrown.

  • cogsturning
    cogsturning Member Posts: 2,152

    Has anyone tried this with Built to Last? Does it even work?

  • Brimp
    Brimp Member Posts: 3,552

    Item is still viable just no longer a 10-20 second free chase extension when used correctly on cooldown. I know I'll get downvoted for this but someone's gotta push at least A truth.

  • ChaosWam
    ChaosWam Member Posts: 2,085

    Should have had charges to begin with, but revert the other nerfs if you added charges.

  • Skitten56
    Skitten56 Member Posts: 559
    1. Reduced opacity. This change made them much weaker in chase which is the more interactive aspect of the item and the most fun.
    2. Make it so that the number of charges a Fog Vial has is relative to how well the Fog Vial performs. So a high opacity Fog Vial has less charges compared to a Brown Apprentice's Fog Vial which has more charges. That way players can have a stronger chase high opacity Fog Vial with 1-2 charges or they can have a weaker low opacity Fog Vial with 4-6ish charges.
  • Brimp
    Brimp Member Posts: 3,552

    Still a strong item when used correctly. Twice a match already provides enough value.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,846

    The opacity nerf is what basically killed the item. Limited charges is fine and is a necessary change, the infinite usage was the only problem with fog vials, though maybe 3 charges would be appropriate, 2 is a bit limiting, but I feel like 3 would give ample opportunities to use the item while still requiring thoughtful and strategic use.

    So I would do this, overall:

    • Revert base opacity to 40%
    • Increase charges to 3 instead of 2
    • I'd also consider reworking Potent Extract to add 1 additional charge (and remove its current effect). The current version is pretty bad, but increasing the opacity beyond 40% (originally) was a little too strong. But the current penalties on it are far too severe.
  • ArkInk
    ArkInk Member Posts: 1,036

    All they had to do was make them not have literally infinite charges or an extremely short cool down. This opacity nerf is wayyy too much off the top in addition to neutering the item to 2 charges. Jeez, it's just one blow after another.

  • Shinkiro
    Shinkiro Member Posts: 393
    edited August 14

    They downvoted him because he was right! If its going to provide the value it does by extending chases (or even preventing them) then it needs to be very limited. Otherwise theres now EVEN MORE chase imbalance in the game that needs to be addressed for like 90% of the killer roster.

    All items need to be rebalanced together (Yes toolboxes and medkits too). Survivors are so focused on their benefits they wont look at the larger picture in terms of game balancing. Wasting a killers very limited time is insane levels of value.

    They also do too much all at once, remove the sound reduction off them and make it sight based only.

  • HeroLives
    HeroLives Member Posts: 3,233

    I was thinking something really similar on spot on similar.

  • CLHL
    CLHL Member Posts: 429

    Still one more than it should be, but at least it's no longer infinite.

  • Brimp
    Brimp Member Posts: 3,552
    edited August 14

    Because I made my account years ago and haven't touched said settings in years. But if you're wondering. I think exhaustion is an inherent limiter to game balance mainly sprint burst, lithe and dramaturgy. I also think that survivor is not nearly bad of a state as some people claim.

  • Rick1998
    Rick1998 Member Posts: 465

    keep in mind that Franklins Demise very likelly died because of this and now they have charges . Even still i don't think they will revert franklins now even tough they should . I also believe vials will inevitably be buffed up now that they have charges which they always should have . Idk how " lets give this " unlimite charges ever sounded like a good idea.

  • Rick1998
    Rick1998 Member Posts: 465

    6 charges might aswell be unlimted charges. You werent using this 6+ times even with the 1 minute cooldown.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,313

    The core problem is that the opacity changes and the 1 minute cooldown is still present despite the significant nerf, going from infinite uses to just two lousy charges.

    1. They were semi-viable before the charges got added, but not particularly good.
      With the limited charges however, in the current state, this item group is not even worth spending bloodpoints on.

      2a. If you revert the opacity changes, then 2 charges is a fine amount, as the item will be much less used within the trials, since it cannot be spam-used. But if you keep the opacity changes, then the charge amount needs to be doubled, and the cooldown reduced to 45 seconds.
      2b. As for the add-ons, the iridescent one needs to be MUCH stronger if the charges stay the same. Give it two additional charges - if the charges stays, plus an increase in opacity, and taking away the current downside of reducing the smoke duration. The downside should be that the cooldown timer between each charge increases to 90 seconds.

      The cooldown reducing add-on should be changed to "Adds one extra charge" instead.