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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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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

  • hermitkermit
    hermitkermit Member Posts: 996

    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”.

  • CompetitifDBD
    CompetitifDBD Member Posts: 839

    Well I understand that survivor was kinda boring, operation health has had more buffs for them than nerfs.

  • jmwjmw27
    jmwjmw27 Member Posts: 834

    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.

  • Leon_van_Straken
    Leon_van_Straken Member Posts: 487

    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.

  • hermitkermit
    hermitkermit Member Posts: 996

    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 :)

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,803
    edited December 2025

    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.

  • Ryuhi
    Ryuhi Member Posts: 4,482
    edited December 2025

    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.