http://dbd.game/killswitch
Fog Vial Number Adjustments
The Nerfs they received were way too extreme. Lets bring them back to a healthy usage rate and level of usefulness.
- Increased Available Charges to 4 (Was 2)
- Increased Base Opacity to 40% (Was 33%)
- Adjusted Fog Effect to make the Visual Distortion of the Fog have the same impact on all Map's Sky Domes (Was too Strong or too Weak with certain lightings)
Potent Extract
- Increased additional Opacity to 10% (Was 5%)
- No longer reduces Fog Lifetime (Was a 50% Reduction)
I would 100% use these again if they at least had more charges and an actually useful effect on all maps, but all listed changes would make the item relatively healthy.
Comments
-
Would be nice. I'd love to have a reason to use them again.
15 -
Currently still use them but they are extremely situational to get any value. Only works if youve alredy broken line of sight with the killer and can maintain that while in the fog.
9 -
Totally, if it’s useless or barely does anything, why waste bloodpoints on it?
9 -
With the limited number, Fog vials could be way stronger now imo.
If i have a killer on me they almost never lose me in the fog.
The only problem ever was the unlimited use.
9 -
its wierd how they didnt just kill-switch it and let it have time to be fixed UNTIL to release it into the wild again.
because if its that "bugged", killing it doesnt do anything and just makes people salty.
atleast the kill-switch justifys and reassures, "yes its a bug, not a balancing thing"
but it somehow…is?, we really tested and waited months just for it to be killed 2 weeks in while kaneki didnt get his kidnap fixed til from april to september?, really?. =/7 -
I'd say reworking them into something similar to a Void Crystal would ultimately be a better idea, but I like the suggestions.
8 -
Because they did not want to fix anything, they wanted to nerf the Item. Because people complained immediatly (same people btw. who complain that Survivors only bring Medkits or Toolboxes), which drove BHVR to a kneejerk reaction to nerf the Fog Vials after one week so that you can clearly see in them and then to slap a double nerf on them by giving them charges (and only 2 on top of that). They should have just let the Fog Vials stay until people got used to them and new toy syndrome was gone. (And obviously make them more consistent so that they are roughly the same on each map)
So yes, all was intentional on BHVRs site. I would be mad if I would be one of the persons creating Fog Vials just for them to be obsolete one or two weeks after implementation. Does not really feel like your work is valued if it gets changed so quickly.
@Topic:
Can only echo what others have said, they should revert some of the Nerfs. Current Fog Vials are just too weak and Bloodweb Clutter. And on top of that it seems like they are more common than other things in the Bloodwebs, since on the characters I currently Level I have quite a high number of Fog Vials already compared to other items… Currenlty P100ing Soma and I already did a lot of Levels before the introduction of Fog Vials, but they seem to be more common.
9 -
Would be nice. I haven’t played since they destroyed them. It just felt like such a slap in the face lol they admitted the survivor role was really lacking, and needed something to look forward to only to double nerf them after like 9 days or something, and never touched them again. A common theme with anything to the survivor role for “operation health”.
4 -
Well I understand that survivor was kinda boring, operation health has had more buffs for them than nerfs.
-10 -
Yes please. This item got nuked into oblivion by doomsayers when it was fine and easily outplayable on maps where it wasn’t bugged.
I also think it could use some more addons or addon buffs to allow you to play into other aspects of it than just making the fog as thick as possible. I like using it as an anti aura reading item to counter perks like BBQ or friends. Being able to make the duration really long at the cost of visibility or something would be cool too.
1 -
First of all good take.
We wanted them not to be unlimited and not nuked.
Second thing should be to make the fog the same on every map. Like before the nerf some maps were counters for fog vials because they gave nearly no fog at all.
2 -
Well to be honest it might all just boil down to personal opinion on how you feel the state of the game is now vs. before. And if you feel that it’s better, I’m happy for you. It’s wonderful to be able to enjoy it. But for me, I do not feel that the survivor role is in a better spot than it was before the “operation health”. I feel that most of the promised changes dedicated towards the survivor role didn’t end up happening, there were no new things brought to refresh the role as they previously admitted to it needing, and certain aspects of the role now, like the styptic changes, pallet changes, etc. are now in worse/weaker states than before.
But as I said previously, it’s great you personally feel like it’s better. Glad you’re enjoying the game :)
1 -
I miss the infinite use. Lethal Pursuer has gotten kind of old. dropping a smoke at every potential cause of aura made solo survivor much more tolerable in an age where Distortion is dead.(i do main object for stealth, but that perk attracts my arch Nemesis Wraith)
maybe the issue is that people take unbalanced loadouts(4 auras) then complain when all the eggs in their basket are no good. that's why you round out your builds.
1 -
Opacity/density should be addressed across maps to set a baseline, then it should be set to a level where it is worth using (viable.) Then some type of lightborne-esque approach should be given to a perk to give killers the ability to mitigate it for a cost (doesn't have to impact all of its effects, just something meaningful enough to help visually/auditorily impaired players.) Uses shouldn't be infinite but 2 is a bit low, especially if any type of mitigation option is provided. If they want to keep it low, they could introduce some type of recharge mechanic for it tied to something like gen progress or even totems. Alternatively, they could try reducing the number of tracking elements it impacts to allow compensation based counterplay, even if they come with limits (something like auras being blocked, but restored if spending too long in the fog as an example.)
Even as someone who gets disproportionately impacted by them from an accessibility standpoint, they chose pretty much the worst way to handle them.
1