http://dbd.game/killswitch
Wat was the point introducing fog vials if
they were just going to get changed into something that no one wants to use?
They're just extra clutter for chests and the bloodweb at this point lol
Comments
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I'm very much hoping they either revisit them and make them worthwhile or remove them. I don't like the amount of inventory clutter this game has.
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I will die on the hill that they were a sneaky item nerf. Useless and clog up the bloodweb so decent items and add ons are harder to find
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The updated map and keys were a flop too in the same update. Wow let me sacrifice an item slot instead of using Bond or WoO.
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I was quite excited for them. If I am being hopeful then they are just leaving them in the dirt until they can make them consistent across each map. I do NOT want them to function as old IW were you just got to a tile and coin flipped a pre run for immense brain dead value, but I do want them to be good.
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It's hard for me not to think they wanted the survivor bloodweb to be more cluttered so you'd either, pessimistically, grind more or, optimistically, try different items and builds. My p100 bloodweb intentionally (you can not convince me otherwise) doesn't give me my most used items and add-ons. I even changed those items and add-ons and now those aren't showing up either. It's just key, map, and fogvial add-ons. And what is even the point? It just forces me to use a different character, which I don't want to do.
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All they need are number tweaks again. Keep them strong but keep the limited uses, also change that green addon to give you an extra charge.
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At first some people were trying to claim the nerfs weren't that bad. I'm not sure if i've seen them a single time since the nerf. Just one of the most baffling changes this year.
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I have actually still had use out of them but at the very least they should have more charges or/and less cooldown
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Fog vials (and related addons) are an indirect nerf to medkits (and therefore also to syringes) and Toolboxes (and therefore also to their "brand new parts")
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Since their nerfs, I've only ever seen newer Survivors that obviously don't play Killer use these things (if they played Killer at all, they'd know how utterly useless they can be at obscuring the Killer's view on certain maps).
They should've been strong if limited to 2 charges or have some key aspect be weaker if rechargeable. But instead, we got an item that's weak, has only 2 charges and still needs to recharge between uses. Without a doubt they are the worst item in the game. I'd be annoyed about the hundreds of Fog Vials that I've already been forced to buy in my Survivor bloodwebs if I was a die hard item enjoyer.
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Fog Vials are ones of the countless 2025 design failures for DBD. This bodes well for the 10th year.
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I played and Liked them a lot when they came out.
Yes, maybe having infinite charges with not that long cooldown combined was not balanced and it could be annoying in some specific scenarios, however nuking them into just 2 uses (this is what killed it for me for them most part) with still quite long cooldown and also nerfing all the addons just made it poop item. It was fun for like the first week when it came out and then it become useless. At least give it more charges so I can enjoy the item again somewhat.
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I do like them, but they're held back too much as-is with their limited state. I generally don't run them without Exultation or BtL, or if I grab one out of a chest with Streetwise.
If they got an opacity buff and one extra charge they'd be a really competitive item to Medkits/Toolboxes I think.
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Fog vials should never have been introduced before medkit and toolbox reworks, because it's not fair for items to compete with overpowered addons like syringes.
The actual problem are the medkits and toolboxes, which needs major reworks like the maps and keys did, so that the medkits and toolboxes are closer in power to the other items.
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The crazy part is they're easily fixable too. Just give them more charges and revert the effect nerfs + make the effect consistent on all map skydomes
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I usually run a common camping aid kit with common butterfly tape and common bandages as addons. They're more useful than post-nerf fog vials and I'm far more likely to encounter a situation where I'm guaranteed to get more value out of it.
It doesn't take a syringe or a styptic to out compete what fog vials were nerfed into. The only time I've used them post-nerf is when I've had literally nothing else in my hands and I found one in a chest.
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I hope they get a buff to their consistency across realms. If you use a current Fog Vial on some realms, it honestly isn't all that bad- I still don't agree with making it limited use and it'd need at least one extra use if it is limited, but outside of that, the opacity and other effects are reasonably powerful.
…But if you use it on some other realms, the opacity is so worthless the item only functions as a pocket Shadow Step, and that's not really enough with the current parameters for it to be a worthwhile item.
I want more than consistent opacity, but that change is probably the most important overall.
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Then that needs to be nerfed to, so other items feel more useful. Maybe the self-healing speed can be nerfed.
But whatever it is, the problem are the medkits and tookboxes. Because buffing fog vials won't change the fact that the maps and keys are also underused because they aren't considered as useful as a medkit.
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Lmao all survivor items need to be as useless as current fog vials. Balance achieved!
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They need to be removed
and keys and maps reverted
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Think of it as nerfing S-tier survivor items.
People seem super fine with asking for S-tier killers to be nerfed, so asking for S-tier survivor items to be nerfed should be ok too.
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Maps and keys aren't comparatively useless, they're just useless - no adverb needed. You can't make them useful by making other items equally useless - the only thing that does is make everything useless. Items aren't meant to just be cosmetics.
I think the rarity of styptics and syringes justifies their power but I can at least understand people who argue otherwise. Arguing that a common rarity med-kit with common rarity add-ons needs a nerf is a completely nonsensical argument to me.
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Tier lists are meaningless except to compare relative power of the items listed within them. Something being S tier doesn't tell you how powerful or impactful it actually is.
Remove every killer in the game except Ghostface, Trapper, and Skull Merchant. Congratulations - you still have an S, a B, and an F tier. That doesn't suddenly make Ghostface overpowered and it doesn't suddenly translate to him needing a nerf.
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Same for me with finding them in a chest, which is unlikely because I run Built to Last and rarely need a switch out. Otherwise I only equip fog vials for memeing.
Before the nerf I was using them with a new build. I'd love to have something I want to use besides a toolbox. Now I'm back to my trusty genrush build. Hope everyone who wanted them nerfed appreciates that.
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I haven't see a single one in my games since the nerf. This tells you the current state of Fog vials.
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No, I think the actual problem is that Fog Vials suck.
Making everything suck isn't really a solution lol
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BHVR thinks different.
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Sounds good. So if we're nerfing everything down to the level of the worst survivor item, im sure you'll be fine with current skull merchant being the standard for killer balance?
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Yes, perfect. Turns out the true key to balance is making everything equally crappy.
Post edited by cogsturning on12 -
Agreed, the problem with launch vials were they were unlimited and very dense, the solution should have been to just change one, but BHVR changed both which was a mistake.
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They were released intentionally worthless to dilute the bloodweb. It's like claiming to buff killers and giving them more brown add-ons so it's harder to get pink ones.
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When people say S-tier killers should be nerfed, do you say "oh, we should keep S-tier killers the same, and bump everything else up to S-tier level"?
Because this is the same thing. If something is overperforming, the solution isn't to make everything else overperform too.
I never said to nerf them to the lowest survivor item. I said to nerf them so they aren't overwhelmingly better than some of the other items. We don't need to slippery slope this. There is a balance point where toolboxes and medkits are useful, but aren't massively better than some of the other items.
Keys and Maps shouldn't have to compete with overpowered addons like syringes.
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First off, Killers arent items and cannot be balanced the same. There isn't a transitive property between two different roles.
Secondly, Fog Vials were a B-tier item. They were fun, but they weren't anywhere near strong. They were bugged, which hasnt been fixed to my knowledge, but not strong.
But as we saw with Self-Care, that doesn't stop BHVR from destroying those things.
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Ive had some success with fogvials since the nerf, not much tho. Its now extremely situational and position based to get any value out of it. Like if the killer is coming from afar and your near an area with lots of walls to hide behind you could use it to sneak behind something quickly before he gets there. Otherwise if hes alredy too close it doesnt do much lol. I think it still hides ur aura tho, so if ur trying to loop a nurse it might help a bit. Otherwise using it to avoid bbq just makes this big cloud that says "yea were over here" lol
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Medkits and toolboxes by themselves, no. Basekit they are fine.
The problem starts and stays with add-ons, mainly insta-heals and BNPs having no downsides, and some of the Toolbox add-ons, particularly the speed ones.
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Enough with the survivor item nerfs already.
Remember when BNP's used to instantly pop a gen?
Also, self-healing got trashed in the 6.7.2 update. It's only recently where it has become semi-decent again, when Botany got buffed10 -
Then enough with the killer nerfs already.
Remember when mori offerings used to work when survivors at 0 hook states?
And self-healing with a medkit still saves way too much time, considered that the healing time for altruistic healing needs to be doubled if it involves two people. And the altruistic healing cost also includes the extra time players take to travel to each other (if it's not being healed after being unhooked), that doesn't exist in self-healing.
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This is what makes them useless to me. You MIGHT get value, but I always get value with medkits and toolboxes, so why change? They also, as you said, often broadcast your location. The other items don't harm me. Worse case I miss the BNP skill check. Oh no.
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That was around the time brand new parts flat out completed a generator when used. Want to go back to that too?
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So you aren't going to comment on the fact that I was replying to someone that said…
"Enough with the survivor item nerfs already.
Remember when BNP's used to instantly pop a gen?"
-4 -
Correct, I am not - It's irrelevant to the question.
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The fact that so many believe they were purposely introduced to nerf the Survivor bloodweb really says everything, I think. Regardless of the intention, we're seeing that it's a relatively common belief that BHVR sabotages the game and lies about it. Personally, I would think that as a developer, I would want to change that reputation as quickly as possible. And yet it feels like they're only doubling down.
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Not helped by the way the only changes that stuck around of the anti-tunnel/slug update are nerfs to perks that counter tunnelling and slugging.
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Exactly. That's why I bring up the amount of things that are pushed live and left as is or changed for the worse. I don't think it would've been good for the game for anti-tunnel/slug to be pushed as it was out of spite, but I'm equally unsure why it wasn't when that's how they do things. There's really only one answer that makes sense there.
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