http://dbd.game/killswitch
Fog Vials have a max of 2 charges now
Comments
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I would say the basekit opacity nerfs killed em. Keep the iri nerfs but revert the basekit changes
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Had no issue as a killer before the nerf. Being outplayed, for eg., by the fog + sprint burst was only my mistake, not because this item was op. I knew what to expect the next time I found the same survivor, and their escape wasn’t successful. This is called experience - something which majority of whinees can’t learn
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my feedback on this change:
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I'd guess they gave it infinite charges cause they knew it was mid to begin with, and limits like these wouldn't have convinced people to drop medkits long enough to even try it. It's not as though people were randomly popping them off every minute. I'd use it maybe 4 or 5 times max, usually to cover someone's unhook dash to try to prevent tunneling.
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See the issue is, both survivor and killer have one main goal, do gens and escape, kill and prevent the gens to be finished before they get finished.
There is no general rule how it should be played but if you want to be neutral like really neutral and root for both sides to get improved gameplay you should start seeing gen rushing + heal rush same as tunneling, slugging is toxic to certain extent i think leaving downed survivor temporary to down 2nd one that was trying to go for sabotage is fine but leaving all players on ground to bleed and hold game hostage is toxic yes.
Like if we want to be fair here and even grounds the game is flawed since majority of people in higher mmr run gen rush builds and know map tiles and punish u for spreading hooks instead of tunneling best player in team to make it easier.
Look at the streamers they are "pro tunnel" in high mmr when its needed when the gens are popping fast to relieve pressure.
those said streamers tunnel and nobody complains in chat.
Like if we talk about extreme tunneling where u go from one to second survivor tunneling then third and then last survivor then thats extreme tunneling.
I hope everyone on dev team is aware if they fully remove tunneling then the game is pretty much going to be 2 kills max for m1 killers and ability killers it wont change so much as they can still go for 3 kills.
-7 -
I would use it mainly like 3 times honestly, like being realistic i need to do gens and not focus on just saving
-1 -
Fog vials need one OR the other. Either they need to have some limit to how often they could be used so that you can run the item out of charges like every other item in the game, OR they needed to be less effective if they were going to be the one item that was time instead of charge based for consumption. Both nerfs were definitely not needed, and the fog vials are extremely underwhelming now. I don't know why BHVR is so hot and cold with taking things slowly. Kaneki is released and is totally obnoxious and he is slowly tuned down over several patches. Fog vials are introduced and they are slightly overtuned on certain maps and BHVR takes the axe to it on the tree stump in the backyard. Can we please find ways to make things useful while being manageable? I will say while Kaneki is still frustrating, I much prefer the approach of frequent fine tuning to immediate major changes.
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What even is genrushing though? I've never understood this concept. Like what else are the survivors supposed to do at the start of the match but hop on gens? Sure you can bring a gen build to speed it up, but most people don't. If the killer doesn't apply enough pressure universally and instead gets sucked into one hopeless chase, then yeah, gens get done. If built-in slowdown is needed, then there needs to be some sort of mini-objective at the start, like when Pig uses add-ons for immediate RBT or Wesker starts survivors already infected. They could also make it so gens taking longer at the beginning and the needed charges reduce with each completed gen.
But thats the issue, that doing gens and healing are part of the game, but tunneling and slugging are tactics that players came up with on their own. It never even occurred to me to do either when I was exclusively playing killer. Then I started playing survivor and saw how dirty everyone else played.
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Keep limited uses (but honestly, increase them because 2 is nothing), revert opacity change. Impactful but limited is better than unlimited but not making a difference.
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Killing is part of the game and tunneling is just another word of killing in a special way rather than delaying killing, killers have a choice to delay fully putting survivor to dying state or not fast or slow depends on pace of game.
Like i will be brutally honest with you, i resort to tunneling the said player that is fully asking for attention and heat instead of doing gens and sabotaging my way of playing which is originally spreading hooks to evenly spread out BP and end match results.
It is waaaay more common in high mmr by high mmr im saying 75%+ WR on killer is where the dbd system starts putting you againts squads that resort doing gens in matter of 30 seconds.
By the time i find them the 1st gen is already finished and they rotated.
Now if i were to drop i would obviously get the said survivors that dont do that and take 60+ seconds to even do first gen.
Like where does that term even come from tunneling if we are going to do that, since you said "where does term gen rush come from"
Both are indentical sides of same coin but each side is different, so gen rushing is when the squads focus on running optimal builds (toolboxes) to rush gen before the killer finds them unless (lethal or corrupt).
And tunneling is in THE SAME category as gen rushing by the way, what else should a killer do if the gens are being popped the killer has to apply pressure and start killing by doing its own kill rush.
If you want ill call it rushed killing.
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With your same ideology what else should a killer do if gens are being finished before they even spread hook states to not "tunnel".
Should the killer just be like oh okay thats fine ill just do my thing and not bother eliminating players that are popping gens.
And dont tell me "just run corrupt or lethal" because then we are going into territory of 4 players with 4 perks for each player which is 16 perks by the way, and there is only one killer, why should i run the meta perks that ruin the general fun of gameplay and change up how my killer behaves
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And FYI i dont endorse extreme tunneling either people targetting you due to name, brought offering, ping, skin outfit.
Even the extreme tunneling where the killer is just fully determined to tunnel survivor by survivor and completely ignoring gen breaking or injuring others.
That is not okay i never said it was.
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All killers need to be rebalanced together (yes, Ghoul, Nurse, and Blight too). Killers are so focused on their benefits they won't look at the larger picture in terms of game balancing.
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Well, more garbage to clutter the bloodwebs and inventories.
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It depended on the situation. I'm not the annoying flashlight-clicking sort that goes charging after the killer, but if someone is getting hard tunneled I will do my best to take a hit or a down for them.
I posted this screenshot a little ways up as an example of their inconsistent opacity by map, but the HUD here also happens to be an example of that usage. The Taurie had been unhooked and was back in chase immediately. I could see her above me with Empathy, so I popped the vial on the floor below in hopes that it would spread enough to help. I was on a nearby gen, so it made sense to make the most minor of efforts.
In regards to your follow-up, I agree that it's situational. If your doing some bs like constantly chasing me or bodyblocking every chase I initiate, then yeah, I'll get rid of you. If someone gets unhooked and they try to sabo or hop right back on a gen while injured then yeah, I'll down them again, because they've reenaged with the game instead of running off to heal. My definition of tunneling is actively pursuing a recently unhooked survivor because you want to quickly remove some unlucky and randomly chosen person. I've been that unlucky person, and have had matches where I never even got to touch a gen and got like 5000BP. It sucks.
Same with slugging. Downing someone and then going after someone who's right nearby makes sense. I just expect the killer to come back quickly though, not just leave me there. Downing multiple people at 5gens because you just don't want to play the game is not okay.
Organized parties are also a different situation then hapless soloqers. I assess each team by their behavior. If everyone is acting foolish, then my own ethics are proabably gone.
But I also don't think I've ever seen a full team of gen builds. It's usually one person (I'm that person). Sweaty parties usually have DH, DS, Unbreakable, iri medkits, etc.
I'm also all for slowing down gen progress if it will prevent hard tunneling and lengthy slugs. If that's the balance then fine.
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Thats the way i play killer too, fully situational i play for ranking up my grades to max iri if and when possible.
Ive been lately just annoyed due to my matches where when they see i play michael and i dont run the usual tomb build they start playing goofy and irritating where they would just instantly go for these insane hook sabotages and flashlight saves (i stopped running lightborn as no value)
I dont even run corrupt or lethal for that matter i focus on running non meta perks that makes michael be enjoyable with vanity mirror + dead rabbit.
But people seem to fully get salty at me in the start of match they pop a gen every match now in matter of 30 seconds, thats usually where i start to be more aware where the game is heading and i refuse for the match to end in matter of 5 minutes when i waited in the Queue for 10 minutes for example.
Also i do agree with you the fog opacity got a unjustified nerf just because of how lightning and shadow engine work in game because no joke i voted for a nerf because it looked like that for me lol but i realized too late like many here its just a bug.
It should be brought back to baseline opacity and prolly given 3 to 4 charges or make it infinite again, the iri addons for it no they should stay as they are.
Uhh im mainly concerned in what way will tunneling be removed since everyone is on same page here that people tunneling right off the start is just full blown scummy where the squad is not even doing anything fancy againts you.
by fancy i mean where for the majority of match they are nowhere to be seen and complete gens really fast like abnormally (which is fine hey let them run those builds but i dont like my matches taking so short).
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Yeah i get matches where i get 11-20k bp just because i got tunneled.
Not sure why since im on PS5 and my name is nothing fancy or means anything, my skin is fine too like its paid skins who the hell doesnt have at least one.
Like i know the pain i understand it, that needs to go away no questions asked.
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Well I'm glad they finally got their charges as I believe that they should be in line with other items having limited charges. With that hopefully we can get a revert on some of the opacity nerfs to keep them in line of strong effects but limited uses, I'd also like to make suggestion of changing the green addon so it gives you an extra charge rather than making the fog expand faster because I don't think it's really that useful of an effect.
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Nice to see a Stormlight fan is on the dev team.
The thing is, I wholeheartedly appreciate attempts to make the outdated Maps and Keys more useable, and think that was fairly successful. I'm mainly a Killer player, and I never thought Fog Vials were ever that problematic. Infinite uses were very odd for an item design, sure, and it awkwardly limited any balance attempts — if the effect wasn't good enough, then nobody would use it, and if the effect was too good, it would be miserable to play against.
I think the original opacity of the Fog Vials was completely fine. Generally, I don't think they were ever that bad, just that anyone who expected to completely lose the Killer when they pop a fog vial in their face was going to be disappointed. Being able to turn off your scratch marks at a moment's notice is definitely not useless.
But now, with only two charges, what's the point of the Fog Vials? The effect is not very strong by itself, and you can only use it 2 times per match? It's ultimately the same problem with Maps and Keys — why on earth would I bring any of those items when Medkits (a guaranteed and reasonably fast self-heal, which becomes extraordinarily stronger with the existence of Styptics and Syringes) and Toolboxes (an extremely powerful tool for getting gens done quickly, especially by yourself) exist? Both of these items are fantastic at using Built To Last as well. No item rework can possibly make anything more appealing than a strong Medkit or Toolbox. I think those absolutely need addressing if you want people to be using other items in the first place.
My suggestion would be to revert the opacity changes, and maybe bring Fog Vial charges up to 3-4, maybe with an add-on that gives you an extra charge. I think this would be reasonable and make Fog Vials useable without making them overbearing.
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at this point just spawn us all on hook when we load in and give us points just for participating. I’m tired.
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Its usage already dropped a lot after the first nerf, and now you’ve nerfed it again at this point, who would even want to pick that item in a match? That alone should be enough for you to realize you’ve over-nerfed it. Please just bring it back to slightly below its original power, that would be enough.
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This is the problem with Fog Vials depending on the Map Fog vials either have extremely visible or extremely not visible
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I think the targeting is usually just bad luck. I have this same not very interesting name on my PS account. I'm currently wearing the flashiest cosmetic I've ever worn and, if anything, I've had way more mercy from killers since putting it on. My instances of mercy have been on a hard decline since the finisher mori came out but I've had at least 5 mercy hatches or killers who turned goofy after the first two kills in the last couple days. I think it's my overall silliness, because I'm not just dressed loud, I'll also Plot Twist right in front of them. A lot of people can't seem to resist that, and neither can I as killer. If you're funny I'm gonna let you live.
I got tunneled while in a 4-man on comms (we are 0% sweaty) by an Oni recently. My whole team was chasing him to try to help me, and he seemed to do it solely to use his mori offering. I had a match once were the killer was cool with everyone but me and he messaged me after to tell me it was because I was the only one using female character. Lord knows what other silly reasons people make up in their head. I've seen people say they let the person with the best outfit live. We have actual fashion police as killers.
I agree about the vials. Opacity back up, a couple more charges, and adjust them for consistency. That seems to be the reasonable majority view. Only a few people who exclusively play killer seem to feel otherwise. I'm trying to enjoy both sides, and the fog vials let me go full on meme-build clown.
If these recent events tell us anything, all the hard work they're put into whatever their building to combat tunneling and slugging will probably get immediately nerfed into oblivion anyway.
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Yeah at the end of the day its randomness of people, i just had bad luck believe it or not againts oni, blight, clown, vecna, ghoul.
That decide to tunnel even tho there is no need for it there was 4 gens left the 1st one took well over a minute.
Today i had dracula match in, rpd i was doing gens entire match and he hooked all in basement and then i was only one left, i just tried to be silly and lead him to that room with the board and started to pretend im writting stuff and told him to sit behind and then we nodded he let me live 🤣
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based
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you have a lot of games that start with D
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I strolled by and discovered this in a recent match. I'm usually very, very anti-sandbagging but the match was essentially over so she did something funny and it worked cause I let her have hatch. I just can't kill a clown.
I can't tell you how often I'm quietly doing a gen while watching my teammates immediately eat it, usually because they did something dumb. At least he let you go. You just gotta give them a good show lol
I had a Deathslinger looking down his sight at me once on Campbell's but I was petting Maurice (the match was hopeless) and he just nodded and walked away. Those are always my most memorable matches. The breaking down of the barrier between the sides is so enjoyable.
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I have like 2300 total games in my library so a decent number are bound to start with a D lol
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2 charges is just silly. they nerfed the opacity already, why nerf the charges so hard too? why even introduce a new survivor item after so many requests, just to nerf it to where no one will use it?
what's funny is all the people that were complaining about fog vials, will now go back to complaining about survivors bringing toolboxes and medkits. there's even people in here saying the nerfs to fog vials still aren't enough. i just don't understand why when a new killer comes out and people claim it's OP, the response is to tell them to give it time, learn the counterplay, stop complaining and just adapt before calling for nerfs. but people complain about fog vials and they get a week before they're nerfed into the ground?
why was there no push to learn the counterplay for them before nerfing them? just, "oh this inconveniences me so they're literally uncounterable" and that's it? we couldn't even fix the bugs with fog vials first, then talk about nerfs after they're fixed? damn...i guess this will just be another item that piles up and collects dust in people's inventories :(
don't worry though guys, they hear your feedback and are passing it along to the team!! that's why they double nerfed fog vials immediately despite the bugs, because they value our feedback so much :))) just get rid of them at this point man. if they're useful in any sort of way, people will complain.
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Who is everyone? I certainly did not.
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NEW SURVIVOR ITEM: FOG VIAL
Press the Use Item button to release a cloud of fog, decreasing visibility and suppressing scratch marks. Recharges over time.Each Fog Vial shares the following parameters:
Has 1 charge, that recharges over time.
Has 40% opacity.
Has an 6-meter radius.
Suppresses scratch marks.FOG VIAL ITEM VARIANTS
APPRENTICE'S FOG VIAL (COMMON):
Reaches its maximum size after 2 seconds.
Lasts 8 seconds.
Recharges 70 seconds after use.ARTISAN'S FOG VIAL (UNCOMMON):
Reaches its maximum size after 1.5 seconds.
Lasts 10 seconds.
Recharges 65 seconds after use.VIGO'S FOG VIAL (RARE):
Reaches its maximum size after 1.2 seconds.
Lasts 12 seconds.
Recharges 60 seconds after use.FOG VIAL ADD-ONS
Volcanic Stone (Common):
Decreases recharge time by 5 seconds.Reactive Compound (Uncommon):
Decreases fog cloud expansion time by 1 second.Oily Sap (Rare):
Increases fog cloud lifetime by 2 seconds.Mushroom Formula (Very Rare):
If you use a fog vial while crouched, it throws the fog vial 10 meters in front of you. (Like a Clown bottle)
Note: The fog vial magically reappears in your hand afterwardsPotent Extract (Visceral):
Clouds of fog also suppresses survivor auras.Discussion: The two most important things for survivors, is the infinite charges and the opacity. So the best solution is to keep both those things intact, and make the rest of the effects weaker, to justify having infinite charges.
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We'll go back to auto-charging over time and use a token system to reduce the frequency.
For example, 1 token will be weaker than it is now, but 5 tokens will be stronger than it is now.1 -
I don't envy the number of responses you have to go through on this post. That said, I'll try to provide as clear feedback regarding the vial as I can. Use it or don't, its always the choice of you guys on the other end what gets taken from the feedback provided, but I feel like the damage control with the item has been as bad as the initial problems it introduced. All I ask is that if balance focused changes are the only ones given, none of them be presented as accessibility focused.
Give more counterplay for people who are impaired vs the item. Opacity and charges are balance focused changes, I don't have any dog in the race on that front, because they basically render the game unplayable due to the level of multi-sensory disorientation and lack of compensatory options that can be used to minimize their impact. Don't start with making aspects of them weaker, start with allowing ways for players to work around them when affected. Changes like that and normalizing their impact across maps should be the priority before touching them balance wise, instead of just making panic nerfs that just piss off the majority of players while not addressing the accessibility aspect of the item.
Changes that should be focused on should involve the number of tracking elements the item affects, or there should be a perk that minimizes or reduces aspects of the item. Look back at how you handled spine chill, which was being used by hearing impaired players to minimize the disadvantage they had regarding TR intensity as an audio cue. When the visual TR was introduced, it was touted as a leaning experience that fair access to basic functions of the game should not be locked behind a perk slot. Start there and give us that perk to work as a stopgap (the fact that it has a loadout cost will help prevent abuse in just nullifying the item) until you can come up with a non-intrusive method later.
The alternative would be reducing the number of targets for disorientation. This doesn't even have to be a complete removal, but something as simple as allowing auras but having them fade in and out in half second intervals or something similar would allow them to impede, but also allow affected players the ability to course correct within the cloud instead of just losing all bearings. Scratch marks and audio are tricky to even touch, since they can cause issues for people even when "unimpeded," so the safer option would be to remove any audio effect from the item as scratchmarks being unaffected would be more impactful against the item's viability. Ironically opacity might be both the least effective thing to change for this reason, and shouldn't even be looked at until the effect is normalized across applications (lighting, maps, existing fog, etc.) If you want to look at that specifically for balance reasons, create a LCD to work with as a baseline and then factor in the impact each element like lighting or map filter have on its visual obfuscation, and either create an adaptive formula to have it factor those variables or simply find a middleground baseline and resign to it working better or worse on certain maps. For all I know that was already tried and thats the conclusion that was arrived at, but I feel the need to mention it since opacity was probably the last thing that should have been touched (and did the most instant harm to its perceived viability.)
If thats too hard/not allowed/ignored for whatever reason, at least keep them usable in their intended purpose. Pandora's box was already opened, and if you want to damage control the item, it needs to be done properly or not at all. Many of the accessibility issues in the game could have been prevented with proper planning and more careful implementation, but now that it's in the game, it's just another for the pile of things that would need to be addressed with extra labor in order to help affected players. If the idea is to make them so weak that they get buried in the subconscious of the player base (AKA perma-benched like multiple killers have been while awaiting "reworks") that will absolutely backfire from a customer perspective, due to introducing near-worthless clutter. They need to be worth using but allow affected players better methods to compensate. Or just any at all.
-5 -
I have a Bachelor of Science with concentration in Game Design. During my Capstone project, I was the Lead Systems Designer on a project using UE 5.3.
Balancing is an iterative process, but it usually doesn't get released to the public until it has been vigorously tested by QA and user playtests through stages.
Secondly, the fog vials do not work consistently on every map. That right there tells me it's not properly developed, and has nothing to do with balancing. There should be a bug report, either by the players or by the staff, to fix the issue so it is consistently working on all maps. Then, when working as intended is balancing introduced.
So my question is why haven't the fog vials been fixed yet? If need be, killswitch them until they are fixed. But right now, there is no way to balance an item that works differently on each map due to different lighting and post process volumes.
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1000% correct what a joke
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If BHVR were trying to introduce something new and interesting to survivors in hopes of freshening up the experience then they've just drawn attention to how stale it is by yanking it away so quickly. It's frustrating to see the first new, unique survivor item/mechanic introduced in a long while get nerfed into being undesirable within a couple of weeks of it coming out.
I can not imagine escape rates were so affected by the presence of fog vials that the knee jerk, insta-nerfs were called for. The only use I see for myself going forward when I play survivor is if I happened to not bring anything and also happen across one in a chest - at this point it's really only more useful than nothing at all.
In a killer match I had last night I saw the first instance of a fog vial being used since the first batch of nerfs last week. I doubt it's going to be any more prevalent than that. Killer players who exaggerated how hard this was to go against to call for nerfs - congratulations, you got your lobbies full of med-kits and toolboxes back. Happy?
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Just checking back in to note that I have not seen a fog vial at all while playing today, so if your goal was to completely eliminate the brand new item - mission accomplished.
Can we have some compensation now for all the bloodpoints you made us spent on these useless things?12 -
If this item is viable its insanely unhealthy for the game, it shouldnt have been added and should be removed instead of sitting in nerf jail
-19 -
With the opacity chnges killer would Need to BE blind for the item to BE usefull lol plus some Maps it does nothing
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Doubt thats possible
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Than how do survs beat A- S tier killers? Or you expect all killers to BE trapper without iri addons lvl?
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The balancing being 60:40 should tell you everything
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Check your dislikes and l2p killer
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I used one just to see if it worked with Built to Last. I don't know why I did it. I don't intend to use them again unless the opacity is restored. Thing was useless.
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Says the blight player with 80%+ killrate
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Well what does that have to do with anything? Cause this doesn't mean anything.
-17 -
Share your killer stats
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It would mean a lot.
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Those have nothing to do with the topic and even then I'm stating that Fog Vials are still viable. Just because some people can't brainlessly pop one mid tile and get a free 20 second chase extension doesn't mean it's suddenly useless.
-13 -
What I think they should do, now that Fog Vials have charges:
- Revert the opacity nerf they received recently
- Fix the opacity inconsistency between maps
- Maybe give them another charge or two, or rework one of the add-ons to have that effect.11



