Predator could make footsteps louder and Lightweight could make them quieter.

Currently they're at the bottom of the meta, and with Spirit being so strong, I think this would push them up to viable.

I'd say to keep the Scratch Marks aspect of each, because footsteps becomes irrelevant if the Survivor stops moving or moves out of audible range, while Scratch Marks stay. Of course, probably change Lightweight to make Scratch Marks more spread out, because reducing the duration clearly isn't very useful: the KIller can see your Scratch Marks from a distance before they fade, regardless.

Similarly to Stridor vs Iron Will, Lightweight should have the greater effect on footsteps. Stridor is able to increase regular breathing at Tier III instead of increasing injured breathing by 75%, but Predator doesn't have an equivalent, which is where Scratch Marks come in.


Predator:

Survivors' footsteps will be 35% louder.

Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together.


Lightweight:

Footsteps are 25/50/75% quieter.

Scratch Marks will spawn slightly farther apart.

Comments

  • no, sounds don't work already no need to have another thing that breaks

  • @tehshadowman33 said:

    Weren't they going to do some audio tweaks for this perk?

    Make survivor footsteps louder?
    Make Killer footsteps softer?

    I forget.

    @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/198285/stridor-change-idea

    I feel like this would work much better as a buff to predator.

    @Yogerman1997 said:

    SURVIVOR PERKS:

    Lightweight:
    • Scratch Marks stay visible 1/2/3 seconds less than normal.
    • Your Footsteps noises are reduced by 50/75/100 %.
    Iron Will:
    • Grunts of pain caused by injuries are reduced by 50/75/100 %.
    • Overcome the urge to scream.
    Calm Spirit:
    • Reduces chances of alerting Woodland Creatures by 80/90/100 %.
    • Crows cawing by the killer reveal the killer aura to you for 3/4/5 seconds.
    • Calm Spirit has a cool-down of 5 seconds.
    Hope:
    • When completing a Generator you gain a 2/3/4 % Haste Status Effect for 10 seconds.
    • As soon as the Exit Gates are powered, you gain a 5/6/7 % Haste Status Effect for 120 seconds.
    No One Left Behind:
    • For each Generator completed, gain a stack-able 6/8/10 % buff to the Altruism actions speed.
    • Once at least one Exit Gate has been opened, gain 50/75/100 % more Bloodpoints for actions in the Altruism Category and the Auras of all other Survivors are revealed to you.
    Lithe:
    • Your first rushed vault become into a fast vault no matter what, after performing the rushed vault, break into a sprint at 150 % of your normal running speed for a maximum of 3 seconds.
    • Causes the Exhausted Status Effect for 60/50/40 seconds.
    • Lithe cannot be used when Exhausted.
    Alert:
    • The killer noises are 25/25/50 % louder to you (Footsteps/Breathing/Vaulting/Breaking/Opening Lockers/Placing Traps/Charging Powers/Etc.)
    • When the Killer performs a break action, their Aura is revealed to you for 3/4/5 seconds.
    Vigil:
    • You and your Allies within 8 metres of range recover from Exhaustion, Hemorrhage, Mangled, Hindered and Blindness Status Effects 20/35/50 % faster.
    • And suffer 10/15/20% less from their effects.
    • Once out of range, this effect persists for 15 seconds.
    Diversion:
    • Standing within the Killer's Terror Radius while not in a Chase for 45 seconds, you gain a Token up to a maximum of 1/2/3 Tokens.
    • Press the Active Ability button while crouched and motionless to throw a pebble, which creates a loud noise notification for the Killer at a distance of 20 metres.
    Inner Strength:
    • Each time you cleanse a totem gain a Token up to a maximum of 5 Tokens.
    • While hiding inside a locker for 14/12/10 seconds when in the injured state or afflicted by Deep Wound status effect will automatically heal you one Health state.
    • Inner Strength does not activate if you are afflicted by the Broken status effect.
    Fixated:
    • You can see your own Scratch Marks at all times.
    • You walk 10/15/20 % faster at all times.
    Poised:
    • After a Generator is completed, you leave no Scratch Marks for 6/8/10 seconds.
    • When completing a Generator it don't create the "Generator Fixed Bubble" to the killer

    KILLER PERKS:

    Thanatophobia:
    • For each injured, Dying, Hooked, Dead, Sacrificed survivor, all survivors receive a stack-able penalty of 3/4/5 % to their Repair, Healing and Sabotage speed up to a maximum of 12/16/20 %.
    Predator:
    • Scratch Marks left by Survivors will spawn slightly/moderately/considerably closer together.
    • Survivors Step noises are 25/25/50% louder.
    Hex: The Third Seal:
    • Hitting a Survivor with a Basic Attack while the Hex Totem is active applies the Blindness and the Oblivious Status Effects.
    • These effects applies to the last 2/3/4 Survivors hit.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Hex: Huntress Lullaby:

    Survivors receive a 2/4/6 % regression penalty when missing any Skill Check.

    • Survivors had to do 2/3/4 Skill Checks to clease a Totem, fail them reset the cleanse bar completely.
    • Each time a Survivor is hooked, Huntress Lullaby grows in power.
    • 1 to 4 Tokens: Time between the Skill Check warning sound and the Skill Check becomes shorter.
    • 5 Tokens: No Skill Check warning
    • The Hex effects persist as long as the related Hex Totem is standing.
    Hex: Thrill of the Hunt:

    For each Dull Totem and Hex Totem remaining on the Map gain a Token.

    • Gain 10 % more Bloodpoints for actions in the Hunter Category for each Token.
    • Survivors' cleansing speed is reduced by 4/5/6 % for each Token.
    • Gain a notification when someone starts working on a Hex Totem.
    • See cleanse progress on the related Hex Totem Perk icon "Like how Perks cooldowns/recharge looks".
    • The Hex effects persist as long as the related Hex Totem is standing.
    Knock Out:
    • Dying Survivors Auras are not revealed to other Survivors when they are standing outside of a range of 32/24/16 metres.
    • Reduces the Dying State recovery speed by 25/30/35 %.
    • Reduces the Crawl Speed by 30/40/50 %.
    Remember Me:
    • Each time you hit your Obsession, you increase the Exit Gate Opening time by 4 seconds up to a maximum of 12 additional/16 additional/20 additional seconds.
    • Auras of no-obession Survivors opening Exit Gates are revealed to you.
    • The Obsession is not affected by Remember Me.
    • You can only be obsessed with one Survivor at a time.
    Overcharge:

    Overcharge a Generator by performing the Damage Generator action:

    • Increases Generator regression speed by 15/20/25 %.
    • The next Survivor interacting with that Generator is faced with a moderately/considerably/tremendously difficult Skill Check Failing the Skill Check results in an additional 3/4/5 % Generator regression.
    Surge:
    • Putting a Survivor into the Dying State causes all Generators within a radius of 32 metres to instantly explode and regress.
    • Surge applies an immediate Regression penalty of 8 % and any active perk related by kick generators (Pop Goes / Overcharge).
    • Surge can only be triggered once every 60/50/40 seconds.
    • Surge can explode gens who are already regressing.
    Mindbreaker:
    • While repairing Generators with less than 70 % Repair progression, Survivors are afflicted by the Exhausted Status Effect.
    • Any existing Exhaustion Status Effect timers are paused while the Survivor is repairing a Generator.
    • After ending the Repair action, the Survivor is afflicted by the Exhausted Status Effect for 1/2/3 second(s).
    Cruel Limits:

    Each time a Generator is repaired:

    • All dropped pallets within a radius of 24 metres from the completed Generator instantally breaks.
    • All non-dropped pallets within a radius of 24 metres from the completed Generator instantally fall.
    • All Windows and vault locations within a radius of 24 metres from the completed Generator are blocked for all Survivors for the next 20/25/30 seconds.
    Hex: Ruin:
    • Whenever a Generator is not being repaired by a Survivor, it will immediately and automatically regress its Repair progress at 100/150/200 % of the normal Regression speed and applies any active perk related by kick generators (Pop Goes / Overcharge).
    • No Great Skill Check zones.
    • Hex: Ruin affects all Generators.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Zanshin Tactics:
    • The Auras of all Pallets, Windows, Exit Doors and Hatch are revealed to you within a range of 24 metres.
    • When a Survivor is damaged, Zanshin Tactics becomes inactive for 40/35/30 seconds.
    Blood Echo:
    • When hooking a Survivor, all other injured Survivors suffer from the Broken Status Effect and the Exhausted Status Effect for 45 seconds.
    • Blood Echo can only be triggered once every 80/70/60 seconds.
    Hex: Retribution:
    • Any Survivor who start cleanse Any Totem will suffer from the Oblivious Status Effect, This effect persists on the survivor for 35/40/45 seconds after leave or cleanse the Totem.
    • If Any Totem is cleansed, including this one, the Auras of all Survivors are revealed to you for 10 seconds.
    • The Hex effects persist as long as the related Hex Totem is standing.
    Trail Of Torment:
    • After kicking a Generator, you become Undetectable for 16/18/20 seconds. During this time, the Generator's Aura is revealed in yellow to all Survivors. Trail of Torment can only be triggered once every 60/50/40 seconds.

    @thrawn3054 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1353574#Comment_1353574

    I do think Lightweight at least needs buffed by a minimum of 1 second. But I would be okay if they at least added the reduced footstep noises. I also like making them louder with Predator.

    and others

  • I like your idea, those 2 perks are kind of bad so giving them another use might be beneficial. Problem is, quieter footsteps doesn't mean a lot for killers since they can just track you by scratch marks, breath, blood, and Whispers. Louder footsteps on the other hand will be great on Spirit since her most powerful add-on, the Mother Daughter Ring causes scratch marks to be invisible making it even more powerful... That's probably a problem, isn't it?

  • I like the idea, but having the scratch marks closer together for predator, at least to me, seems like a nerf. With the scratch marks closer together, it gets harder to spot them as the killer. During a chase, unless the survivor is a ninja, killers don't usually loose survivors so spreading out the scratch marks will probably just confuse the killer more than help them. The same thing can be applied to your proposal of lightweight, spreading out the scratch marks can get you spotted from farther away. For example, you are running towards a generator and you're running past the killer shack. Sense your scratch marks are more spread out, the killer an now see your scratch marks all along the killer shack wall when before they would only see it on the floor and like half of the killer shack wall. Anyways good idea except the scratch mark changes.