Fog Vials Need a Buff
Or at least a partial revert from the barrage of nerfs they got. They’re ineffective and don’t contribute to anything.
Comments
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Agree. Original version was obnoxious and kinda busted, but current version is useless and not worth bringing into a match over a medkit or toolbox.
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I don't remember how many charges they have, but I believe 1-2? They should cap it to 3 charges and then revert the rest to before the nerf, they could also increase the intensity by a few percent (not sure how sensitive that is, so probably rather less than more) honestly - it was already possible to follow people perfectly anyways xD
The only really problem they had was the amount of uses, the fog itself was not even strong in any way.
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The only thing they need is to make effect the same on all maps, because they are completely fine on half of them.
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They have 2 charges on live with a long cooldown in between uses. But I agree, They should partially revert the thickness of the fog and maybe add another charge to them.
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honestly they should just remove it so our bloodwebs can feel less cluttered with a useless item that was killed in 7 days.
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This seems plenty fair to my eye.
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I think it might be fine giving them +2 charges (so 4 charges in total or 3 charges with iri add-on) but heavily increase lack of opacity. So visibility in the fog will disappear in principle for few seconds
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That's what I thought, this seems to be the best middle ground in my head.
I feel like they are kinda hard to balance because you have to give enough charges so they feel actually like it's worth running them but not so many that you can spam them the entire round - same with the intensity of the fog, if it's too weak we have current version, too strong and we have the horrible halloween version xD
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Absolutely!
The problem was the unlimited uses.
Now that it is limited i would say - go for it!
It could completely block everything and mute everything that you don´t see anything. Would be completely fine for me now.
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i do think they need evening out on a map by map basis, and some attention needs to be made for their light-scattering effect too
compare that side corridor on Badham 1 downstairs main to the rest of downstairs main - it turns one of the light sources into a literal wall of blinding light. and then you have entire maps where the fog is so thin it doesnt do anything.
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at least the iridescent add-on needs a buff. It has totally negative effects now
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Nah, why should anything survivors have be useful at all?
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I agree, the add-on is a heavy net-nerf
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They are incredibly useful for their effect, but their use amount is what makes them effectively non-viable. I'd to see their effect standardized across all of them, and then have their rarity affect how many charges you get starting with 2 charges at common and +1 charge for every rarity level above that.
The effect itself is incredibly useful for completely shutting down lethal pursuer at the beginning of a match and canceling out BBQ which means more time on the gen and less time having to hop into a locker. While they aren't great against chases, their aura blocking is their key power.
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Those are perfectly balanced currently. No need for buffs. If any changes are made, then I made them one time use as they should always been.
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Fog Vials need to be buffed but they should be adjusted according to rarity. This would make Fog Vials much more interesting.
- Brown Fog Vials should get 3 or 4 charges but have very low opacity. Good for hiding auras or scratch marks but very bad for limiting the killers vision. Maybe even give them a faster recharge time.
- Green Fog Vials are the middle ground with 2-3 charges. Decent opacity for losing killer when activated at a distance, but useless when killer is close. Maybe give them longer duration to make them feel unique, but also maybe a slower recharge.
- Blue Fog Vials get 2 charges and are better but more limited use.
This would give Fog Vials their own specialization, similar to how Toolboxes are specialized for gen speed, gen charges, and sabotaging hooks.
Add-ons can be buffed but the strong ones should reduce charges to balance the items. So if you are running a Blue Fog Vial to max out opacity, it will very strong but you only get 1 use of it in a trial (make it work like BNP and eat the add-on if worried about balance with recharging perks). Ideally with this you can run the Iri-addon and get PTB levels of opacity but it reduces the number of charges to 1.
With changes like these I think Fog Vials can feel balanced while also each having their own role.
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no no they do something. Because they make moris ######### amazing
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It's not the effect that's a huge problem but that it's spammable in general. Every single chase starts with it at some point (of course only if brought multiple times) and while it may not be that strong it's increadible tirering (I wrote it wrong 100%, I'm not able to fix that out of my head lol xD) if it goes on the entire game.
I would not give it 10 charges simply because you have to think about the fact that all 4 people could use it at the same time. If you increase it to ten you have potentially 40 uses of it, it may also be enough for one person to use it the entire game honestly. It's the same reason why survivor perks are weaker in nature than killerperks (just to be clear, I don't want to argue about that in any way or make it an us vs them. It's just an good example)
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No, they need to be removed from the game. If they weren't nerfed to this state I would have never come back. It's a miserable game mechanic that's obnoxious but tolerable in an event but unplayable in base game. There's nothing less fun in games than not being able to see and not being able to move. Anything that does either shouldn't exist. Simple as that.
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They are very useful in regards to being able to hide your aura (effectively remotes lethal pursuer, and protects against BBQ). However, their limited use makes them not worth running over other items. I'd rather all tiers get standardized to do the same thing, but the rarity dictates how many chargers they have starting with 2 at common and +1 charge for every rarity higher.
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