FilthyLegionRevival
FilthyLegionRevival
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@ShadowHeart said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782887#Comment_3782887
Correct. I didn't expect to win. After a long break though supposedly the matchmaking system is supposed to match you against lower MMR players so you can re-familiarize yourself with the game. This didn't even come close to happening. That's why it was frustrating. Even if I had been playing on controller and been playing regularly I might not have been able to win. These were very skilled survivors.
Well, there is the option of warming up with bots just to be familiar with the control scheme.
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I'd be interested, though characters that are adjacent to horror with SF (if there are any I don't play it lmao) would be the right call if we were to get a character from the franchise as a killer.
Personally, I'd like to see a crossover with Guilty Gear -Strive-. -
Nah actually why can't we just have only certain ones available? We could've had trapper bots in custom a while ago. If perks were really that big of an issue, the ones that you don't have for them to use can be disabled. Or just disable the perks on the bot killer entirely idk. Having the 5 available to play against on survivor would be AMAZING.
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@100PercentBPMain said:
I was hyped AF and literally **** bricks when AoT came out. Seeing Wall Maria in dbd was a dream come true for me.
Outside of that, I'm fine with this being all we get for anything anime.
I would love Danganronpa collab tho, a Remnants of Despair collection starring Julie could go hard, would be awesome to see Julie be the leader for once.
Parasite would be really cool, it's even from the 80s. Shinichi would basically be Ash 2.0 with the hand but sadly BHVR would likely never go back to the "fake survivor" idea but if they did, Parasyte would be the license to do it with.
The Parasite wouldn't be designed to blend in, the survivor you inhabit is just a host. That's actually 5d checkers for BHVR because now killer mains are shopping for survivor drip lol
Sadly bhvr would have to lock Licence characters but that'd still be insanely hype I'd love to split my head open Ala Demogorgon and kill people as Not Claudette
It would be so awesome if the cosmetics were literally just every single survivor cosmetic you own lmao
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755892#Comment_3755892
Just try to play for fun and don't look the chat that might make it more mentally bearable.
I'll close the chat permanently next time I give it a go. I always play for fun. Whether other people do or not isn't something I can really anticipate.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755797#Comment_3755797
Game is not winnable only because of you make it so. You won't believe how many matches I had 2/3 man escape even after hardcore tunneling 1 man out, where all 3 survivors actually tried to win.
Literally 2 days ago had a match: Sable gave 2 gen chase to Doctor and everything went good. She ignored healing and decided to finish gen with teammate first. Doctor came back on poped gen, find her and hooked. She gave up at second stage. Then I gave to Doctor a good chase, then my friend gave him good chase, I poped last gen, gave back to my friend and we made 3 man out. This monkey brain Sable could easily be with us or AT LEAST made this escape easier by buying us some time and not giving up.
I know you guys can't see this because you are unexperienced and it's easier to cry here that soloq is unplayable instead of make it actually playable, but if you think match is unwinnable, it's not always really is. There is some good players YOU just made it unwinnable for.I'm more inclined to think that the main reason for why people give up, aside from them assuming the game isn't winnable, is just the fact that people aren't willing to put up with the seemingly unfair situation. Sure, while it may be because they aren't good enough to keep the killer busy while being tunneled, not everyone will want to play at 100 percent. Some people even can't. Hell, I came back to the game and saw a clear decline in my overall skill and despite playing my best, a couple of teammates of mine focused their hate on me in the endgame chat. If I (and by association since I'm sure others experience this) have to put up with people like these, what's the point in even playing a game that you can't find room to improve in, enjoy, or be considered of any worth? It's why I've been trying to stay away from the game as long as I have. I don't want to be mentally exhausted just from playing a few games. It's not healthy.
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and if this still isn't balanced enough, i guess there could be a
mechanic where the killer can trample on the hatch which would make it
dissapear until 1 more survivor is killed or 1 more gen has been
completed (if there are any left)Okay but this is actually a pretty clever idea. Imagine being able to close the hatch mid jump instead of the grab. Or maybe that could be brought back since you can close the hatch and there wouldn't be standoffs anymore.
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@UndeddJester said:
Y'know, initially I thought that was a terrible idea.... but when I actually think about it... dropping from height is usually a death sentence anyway, as unless you have BL, you are probably going to eat a hit 90% of the time unless you drop SUPER early... there are few places you can realistically drop from and expect to reasonably get away with it without BL.
With this hex in play, it's a guaranteed wound, but the survivor gets a speed boost off the injury to make some distance, but won't make as much distance as they would from eating a hit after the drop...
It actually feels niche enough to warrant consideration. Balanced Landing being affected too is probably fine, because you'll recover faster from teh drop, and get both +50% from BL and +65% from the post hit boost as well... so BL would actually get mad distance off this... It's a more interesting idea than I initially thought.
Although i think the name needs work... Sprained Ankles as a perk sounds pretty funny...
"I Hex you! WIth sprained ankles!"
One shudders to imagine the cruel, insidious, depravity that lies behind such eyes... xD
How about Hex: Free Fall?
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706686#Comment_3706686
Depends how much you consider "a lot." By DBD standards, many people consider anything below a thousand hours beginner and to truly be a 'pro' you need at least tens of thousands of hours to keep up with the best of the best (the people capable of pulling off thousand winstreak games)
If you've prestiged every killer once, that's a drop in the bucket compared to I'd say 90% of the people here.
A DBD 2 would be great, but blaming a game with 35 killers and however many maps for not having enough to keep you invested is strange. This is an online game, it's not like you were ever going to level up, it's just the trials, bloodweb, archive, and shop. You don't really need much else.
I think the main issue was merely the main objective. The game has been around for nearly 8 years and we've been cranking the same old gens. When I played survivor, the gens became an afterthought since my brain went on autopilot until I heard the silly little skill check noise. I wouldn't exactly call that engaging gameplay. Yes, while I know that's why people get chased, not finding it fun to progress the game does feel weird, doesn't it?
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Got a couple ideas I can toss into here. There's one where you can maybe extend vines onto a surface from afar and quickly pull yourself to it. Good map mobility and maybe even use in chase. (can't trust bhvr to make a swinging mechanic with them so having it be just pulling towards wherever it lands seems best.) Another idea was being able to leave hindering trails. Personally, I find that boring and JUST MAN I LOVE ME SOME MOBILITY POWERS
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@Marioneo said:
Yes Techs need to be removed these "Techs" are Exploits that are not intended design dont care if its fun or has a skill element your not supposed to be able to do that. For example Oni 180 flicks your only supposed turn 90 degrees during demon dash
So even if it's not ruining the game, you want it gone? You're sounding like a grumpy old man fr
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703243#Comment_3703243
Devs call it taking the game hostage, so I'm going to call it the same.
bro disregarded my solutions
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702799#Comment_3702799
The point is whether it's realistic or not, and realistically you can't do anything in reasonable time against those who crouching around
This is not a strict rule of "whether you can TECHNICALLY do something or not", but more of "people should play normally and stop griefing"
Then just call it griefing and not holding the game hostage my strict ahh brain will pull an "umm ackshually" otherwise. I CAN'T TAKE INCORRECT FACTS! Anyway, if we wanted a solution to that, we could potentially have something where bubbles will appear on both survivors every 30 seconds or so if no one progresses a generator for enough progress. Another idea I had in mind was having the hatch spawn at two survivors but only one survivor could open it to escape while the other one is immediately sacrificed, making it a race between the two to see who can escape first. If the killer camps it, you can do gens while they're busy. If they stop camping to chase someone who comes near it, you can make use of that opening to get to the hatch and leave. I know there's the whole issue of "but people will just slug at three people". People have already been doing that before with the last survivor spawning hatch thing and this new system with three survivors being slugged will be harder to do than with having only two people left and slugging them. If they're able to get a slug going at three people, something was done wrong on the survivor end as you're able to not let a killer do that.
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702221#Comment_3702221
Now look at you, trying to argue with logic and reason in this forum ;) Feels like I saw a unicorn!
Hey, you mind saying that for the OTHER logical counterargument as well?
@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702221#Comment_3702221
There is a very clear difference between the two that makes one an abuse with no counterplay and the other a trivial trick you can easily avoid: vulnerability.
A survivor hiding in a locker never has to leave. You can sit in front of a pair of lockers for an hour until the server closes and survivors die, but aside from that, there was no counterplay to two survivors sitting in lockers next to each other before this. Survivors cannot be hurt in any way inside a locker if they are not already mending, so you HAD to pull them out and get blinded, or leave them be. You can try to play around the locker with certain killer powers but it was otherwise uncounterable.
In contrast, if you think that vaulting out of a locker, slowly or quickly, is uncounterable then it is genuinely a skill issue and such a dissonance from reality that it is not worth talking about. When a survivor is entering/exiting a locker they can be grabbed, but you don't HAVE to start this interaction. It is not very difficult to lunge and hit them instead. You do not even have to back up, you can simply 180 and start a lunge/shortswing while not facing the survivor so you're not grabbing them, then turn back toward the survivor and they go down. Since this counterplay is in place and the survivors cannot force you to grab them in a way that can be flashlight saved, there is no problem here. This is common knowledge which is why OP is being clowned on.
Blind immunity exists for locker grabs because you're forced to open and take them out of the locker if they choose to not exit. This immunity accounts for that issue. Where as locker interrupts don't have it since you can just not hit them. You can either wait for them to hop back into the locker and spam spacebar or turn around and swing while flicking your mouse back at the locker and down them that way. What jmw said was correct: calling it uncounterable is a genuine skill issue.
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And you can actually do something about survivors crouching around unlike the latter one. Your point?
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Not holding the game hostage. It may suck when it happens because it's annoying looking around for survivors skulking around like roaches but it's not holding the game hostage like a killer blocking a survivor in a corner.
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Free shards and bp inbetween rifts would be cool
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701874#Comment_3701874
Can you support this with data?
It's quite concerning to me that you would dismiss such an issue anecdotally.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701918#Comment_3701918
tbagging and the like never struck me as a direct endorsement of SA
The lengthy discussion we could have about desensitization aside,
I've always held a very playful opinion of tbagging, as it has proven to be a versatile emote that doesn't require the use of ugly HUD Wheels or hard to reach hotkeys.
That said…
Maybe you are not familiar, but some DBD Killers have taken to humping survivors on the ground since few Killers actually have the ability to crouch. While I applaud the first person to do this, for their creative problem solving, the visual is rather disturbing. It doesn't feel as playful as tbagging. I'm sure the humility aspect of Survivor plays into the emotional response here, but it is important to view something like this with context.
In a standard deathmatch, tbagging someone's body is tolerated because you have the opportunity to respawn and get revenge—not to mention how good it feels to watch a teammate obliterate someone who dropped their guard to dance on your body.A similar thing occurs when Survivors tbag the Killer. The killer has all the tools they need to get the last laugh.
But when a Killer demeans a completely defenseless Survivor on the ground? It is absolutely abhorrent.
Super big brain epic solution to replace the ws ws stuff: Killers should begin moonwalking on downed survivors instead.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701874#Comment_3701874
I think these people are a big problem. They can make people quit the game. Sure, you can say: "grow a pair, it's not that serious!" but is this truly the best we can do? Accept this kind of behaviour? Endorse it?
I don't see slugging, tunneling, genrushing, camping or any strategy in that sense as bm.
We should help to create a healthy environment. Games are there to bring fun. Reality can be harsh enough already.
I'm evidence of that. This is like the third time I've left over something like this. These people actually take a toll on your mental.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700560#Comment_3700560
But you are still here...
Just because I don't play anymore doesn't mean I don't keep watch of it. I genuinely want it to get better. It's so frustrating that I made a plan for myself in the event I do come back to the game. 5 total matches a day max and custom is exempt from this rule because bot matches are always chill.
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@Optx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3701035#Comment_3701035
Oh, stop. Skill expression is great. One-sided skill expression is not.
If a perk read "At the start of the trial, this perk activates. Press the Active Ability button to open an instance of OSU and look for the hardest track available. After you beat this track, all survivors enter the dying state. This perk is disabled for the remainder of the Trial after use." Would you tell me "you hate skill expression" if I thought it was unhealthy?
Using a nonsensical analogy isn't going to help your argument. To answer your question from before, yes.
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I don't expect to escape but if you do wanna have that feeling then I say look forward to killer bots coming at some point like I am. Hopefully they make for good practice!
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Uninstall. Leave this place behind. I swear you'll be better off doing so like I did. This game took a toll on me mentally.
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If I recall, it's the flashbang going off literally milliseconds after the locker animation is done. They probably have insane precision and timing to accomplish that.
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Nah imagine a license that allows you to dc without a penalty in only the worst of circumstances. Like you gotta put in a compilation to support and super duper pinkie promise to only use it in those situations where you're held hostage or being left on the floor next to a hook.
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@Peanits said:
First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.
Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.
For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"
To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).
Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.
Under any other circumstance, I would believe this and understand it to be true. But there's one thing which contradicts your entire reasoning. We technically had this implemented as a condition in the void during the Haunted by Daylight event. The zombies on Nemesis worked as normal, the chain hunt did as well (I assume since I never saw Pinhead during the event), and other killers who have powers that work on the map overall. If you've already implemented it once before, what's stopping the dev team from implementing it when you already have the code with the only thing needed to be done is change it around a little to have that activate with DS? What is truly stopping that from being possible?
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Mobile actually has those. Called universal cosmetics and technically we get a taste of it with the Twitch shirts and the Iron Maiden shirts for all the original survivors.
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My goofy ahh didn't see the bottom one but the main one is FNAF since it'll get my bestie to play again. Though other than that, Dying Light.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685222#Comment_3685222
Yeah, i hope they will release masks from different eras as well. And t-shirts!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685223#Comment_3685223
In this case it's understandable, because it's licensed.
Understandable at first, yes. Though these other ones are able to be freely used. Doesn't matter the reason. Their existence faults the purpose of having the other being a set.
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I'm mad that the Legion one is a set. That's TWO in a row.
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@OnryosTapeRentals said:
The concept isn't inherently problematic, but the current numbers are. 200% for 5 seconds is enough to traverse like half of a map. Either the speed needs knocked down a little or the duration does IMO.
My reason for why I'm against it being changed is the fact that while it's meant for saves, it's also just really good for getting around when someone is getting picked up. Imagine the guy getting picked up is death hook and the gates are open. Being able to book it to the exit before potentially getting trapped by blood warden is SO GOOD.
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@Jeffandfriends said:
Players would simply not move for that amount of time in corners of the map/basement and hold the game hostage. It makes more sense to take a video of the body block and send in a report for what the one player (killer) does, rather than create a mechanic with the potential for 1-4 people to abuse.
You know that hitboxes can still be active when collision is lost, right? I play legion and a good example of this is hitting the same survivor as they try to cross their hitbox into their teammate just after you slashed them to negate your power. Just because they go afk doesn't mean you can't down and hook them.
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I play them because vaulting over stuff fast and running is fun. Don't get me wrong, their tracking and slowdown via mend is cool and all but I can still pull some sick plays. Lunging in front of them or cancelling power at a pallet or window to make them go somewhere else. There's some skill if you know where to look. And when all that means nothing to someone, just remember how fun it is to vault pallets and stab like it's nobody's business.
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ngl I dropped survivor entirely as of recent. It sucks playing solo and the friends I play with do NOT like this game so... I'm kinda left being a killer main, now.
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@biggybiggybiggens said:
Completely agree. Nemesis feels absolutely nothing like he should. There is 0 reason they shouldn't have given him his flamethrower. Just give Survivors a 'pat out the fire' animation similar to the Artist's crows.. He feels so lame without a weapon... If I was Capcom, I would've forced them to include it or at least have him whip out a rocket launcher for his mori, but they didn't even do that right..
No flamethrower..
No rocket launcher..
No tentacle through the head mori..
No auto immune to pallet stuns during specific part of his power..
No Survivors turning into zombies once they die..
AND STILL NO ZOMBIES THAT ACTUALLY FREAKING DO SOMETHING...
This chapter was a huge fail for them in my books..
I could think of two things to make it better to start off with that would be fairly reasonable changes. Have the zombies grab you instead of slapping and be pulled into the arrow minigame. You fail, they munch on you and take a health state along with infecting. They're slow so it won't be the worst thing in the world. Nemesis, he personally should have a rush ability with a leap to get in front of them. Imagine someone's running to an exit gate and you leap to get inbetween the door and them. That would be sick.
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@MalekithHatesSnow said:
What would a comp mode do? You haven't played Overwatch 2 if you think a comp mode is gonna suddenly fix all the "Sweaty" people in casual
I actually had a Reaper get pissy for playing Rein. Complimented the team and he wanted to say he was the one doing everything. Egos are not exclusive to any game, sadly.
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@Nos37 said:
Wallhacks. Mending simulator. ZERO counterplay.
The Legion was destroying us. 2 survivors were on hook and we only had 1 gen done. The Legion tagged me and ran off.
The ONLY way to be invisible to Legion's STUPID WALLHACKS is NOT to mend, so I didn't mend! BUT, I have to keep moving so I don't bleed out... I ran to the basement and started running laps to keep from bleeding out.
The Legion found the last survivor and slugged them. I waited to fully mend myself just in case they had Unbreakable. Otherwise the Legion will just tag them again and then use WALLHACKS to find me. When I saw their recovery stop at 95% I fully mended myself. But no...
Even though they did not crawl toward me while slugged or run straight to me after the Legion let them wiggle free, the Legion just had to simply tag them with Feral Frenzy and come straight to me with WALLHACKS!
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The ONLY counterplay to Legion is being extremely good at playing injured and looping the killer. "Spread out" doesn't mean jack when it comes to solo q because I cannot physically keep my teammates away from me!
I am NOT extremely good at playing injured or looping M1 killers, so I should NOT be facing Legions until then!
Back to maining killer for the next few months.
So you call yourself out on having a skill issue with playing while injured. Aight bro.
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@BasementDweller said:
People being burnt out could be one of the major reasons, also with the "lights out" apparently killers would just tunnel (This is what I've heard, I haven't played it yet).
Another thing is that "lights out" probably didn't peak much peoples interest, but it could be people are just waiting for the new chapter since those bring more attention. So the player count will probably go up next chapter release, since this is how most multiplayer games work.
Or it could be Solo Q players leaving, the experience not being the best right now.
It's why I've mainly stuck to killer this week for the modifier. I'm only one person but I know those people have an amazing game when there's a killer that plays well and doesn't do that.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647363#Comment_3647363
Even if we brought back the Finisher Mori but it only activated when 3 survivors were dead with 1 left, automatically killing the survivor on down is taking that choice out of the player's hands, and I think that's a bad idea, that's what I dislike about the idea of the Finisher Mori. Let players keep the decision to make for themselves.
Well of course there wouldn't be the automatic kill on down if this choice was a thing. Though would my proposal make for a good iteration of the finisher mechanic?
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@Marc_go_solo said:
I'm hoping the idea has been dumped, at least with how it was. That PTB was terrible.
Just make Cypress Mori basekit, if they really wanted to end the trial with a Mori. It was the simplest, least problematic solution.
I'd love to add a little choice between ending it with either a hook, mori or mercy hatch. Got the three buttons for it. Picking up, M1 for mori and M2 for sparing. Seems pretty cool to me. Three cutscenes for each action would be neat.
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That's why I was planning on just playing this mode until the event was over at the least. At most, I would drop the game again until a statement's been made.
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646612#Comment_3646612
I don't know why, but the killers that people hate facing the most seem to have the best attitudes. Nurse, Plague, Legion, Twins and Pinhead players are usually in a good mood. It's super rare that they get ugly.
Nah, that still happens with Nurse, Plague and Pinhead. I still get people like that who play them.
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@TieBreaker said:
I tend to find more experienced killer players are more chilled out and don't tend to get tilted by getting outplayed or when they make mistakes. Whereas less experienced killers tend to aggro pretty easily. Most of the BM I get comes from Wraith players. Which makes sense as the killer is very popular with less experienced killer players. I think Legion is often chosen by newer players, so that might explain it. Rarely do I see a toxic Susie though.
This is THE perfect response. Once you can cook with Legion, it's almost always a vibe.
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@Peanits said:
I would say Hillbilly if I weren't absolutely awful at him, but I'm sure someone else can pull it off. The idea of him showing up behind you with no warning ready to chainsaw you is terrifying.
In my experience, any Killer that you want to stay away from at all costs is a solid choice! They all become stealth Killers, so I've had fun taking advantage of that opportunity to get up close before they can start running.
Hope you don't mind giving my two cents on it but I somehow performed with Billy BETTER on Shattered Square on Lights Out than HAWKINS. Crazy.
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@Vlarian said:
It's okay brother, take many months off. I had to take an 11 month break from the game before I even got a spark of enjoyment from the game again.
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@FilthyLegionRevival said:
So I have a plan. I'm going to reinstall and ONLY play that mode for the week and then uninstall to see if that helps get the point across.
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@NerfDHalready said:
they shouldn't always stay in my opinion so they won't split playerbase. they should however be available for custom matches and come back in rotations (when more modes release) at weekends.
That's what I was trying to say. It's just until we get more modes to rotate in, this one should stay.
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So I have a plan. I'm going to reinstall and ONLY play that mode for the week and then uninstall to see if that helps get the point across.
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Though the darkness DOES affect shading, I could see the dream world overriding that. Though the range will still be limited, I think.
@GeneralV said:
I am still curious to see how will it work with Freddy's Dream World.
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@GhostPants said:
Considering how long it took for Billy's overheat mechanic to be changed because "it took a long time to make", I doubt this'll last just a single week. More likely they'll reuse it.
Thing is, I don't even trust them to reuse it. At least not for the next half year.
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@StereoGang said:
They are probably testing the formula, to see if it works or not. I also think this is why they start with that kind of gamemod and not straight with a 2 vs 8 : it simpler to do, while letting devs test how sucessful it can be.
1 week is really short, but if it work, we can expect it to come back, with better tweaks to make it better.
I'm OK with it, something short is still better than nothing, plus it kinda give the old DBD vibe with darker maps, filled with fog.
Regardless, it's dumb that it can't be accessed in custom as a separate thing. That's my biggest gripe with it.