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Raise Footstep volume back to 2016-early 2017 levels
Back in 2016-early 2017 the footstep volume for running survivors was loud and clear for killer players if the survivor was within 16 meters or so, but that all changed after a few updates, and while there has been fluctuations in its volume levels between patches throughout the years, it's mostly remained very quiet and often gets completely drowned out by chase music. Now that Lucky Break is getting such a hearty anti-tracking buff, can the devs please bring the footstep volume back up to those 2016-early 2017 levels?
With the buff to Lucky Break, It's obvious killers won't be able to rely on their eyes for tracking survivors anymore, and if the survivors also bring in Iron Will, they won't be able to rely enough on sound either, So I'm just thinking that since survivors will have such powerful escape tools in the next patch, raising the volume of footsteps, especially for running survivors, would be a decent compromise. I'm not saying that killers should be able to hear survivors running from 20+ meters away, but 16m seems adequate, that way the killers might at least hear what direction the survivor ran off in if they pay enough attention while within that range.
Either that or buff a perk like Predator so it raises walking footstep volume by 50% and running by 100%, so that the killers at least have a perk to counter Lucky Break with, if only slightly.
Comments
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Also reduce chase music volume.
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That would help for many of the problems killers have keeping track of survivors via sound, but unfortunately, the devs have admitted that the chase music is loud in order to give survivors an audio advantage in a chase, so they're not likely to back down. Still, with the many tools survivors have to escape killers, hide from killers, attack the killers, counter the killers perks, counter killers attacks/damage, and gain almost endless 2nd chances, you'd think the devs would at least think to themselves and say:
"Okay, now its time to give the killers a few advantages to help balance things out."
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If you've seen their gameplay, you'd see why they think the survivors need so many second chances.
They are so, so, so overwhelmingly abysmal at their own game you'd think they never even playtested it or something.
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Should happen but it never will..
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Sound is just so bad in this game.
- Iron Will making the survivors forget how to breath
- The no-sound-bug still somehow being in the game
- Footsteps being too quiet
- Chase music being too loud
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IKR! However, in this case with the buff to Lucky Break (which even survivor mains/streamers are stating is Overpowered against killers), this plea might actually get SOME consideration. After all, this game relies heavily on having both killer and survivor players, and on top of that... the RE chapter is just around the corner! Do they really want all of those new players the RE chapter will bring in feeling alienated by an overpowered mechanic? I don't think so (at least I hope they're not that stupid).
Nothing pisses off players more than getting into a game and finding "oh, you had a hard time doing x, well that's because you haven't unlocked x yet, or bought the required DLC"
Here's hoping the devs pick up on this post, as it poses a genuine concern for this games future balance practices.
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Can killers footsteps be loud too? I can't hear them at all.
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Killers footsteps are loud, especially when it comes to Oni and Demogorgon, who have such loud stomps it can be heard from 16 meters, even if they are Undetectable. The only killer who has no audible footstep sounds is the Nurse, but she floats, and at 3.68 m/s, so... I wouldn't expect her to make footstep noises. As for Mikey, Wraith, LF, Hillbilly, Clown, or even Deathslinger... their Footstep sounds can be heard from at least 12 meters away, but most people don't notice either because of their TR music, generator noises, or the TR heartbeat. However, I've personally heard an Undetectable Mikey approaching because of his footsteps and long before I even hear his breathing, so I know that is still at appropriate levels. I can't say I've heard them once the chase music starts, but at that point, hearing his footsteps was the least of my concern.
In all fairness though, If you feel there is an imbalance in killer footsteps too, we might as well go for broke and up the volume on them as well. While this may mean the end of the Undetectable status as a way of getting the drop on survivors, It might encourage devs to buff the Undetectable status to remove that sound effect as well while "Undetectable"... which is something I think every Demogorgon main has been praying for since his release.
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Oh, all this time I thought Killers could hear my footsteps. Because when I'm running, depending on the surface, I think my footsteps are incredibly loud. I guess I hadn't noticed when I played Killers.
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I don't think I have a problem hearing demo's or oni's footsteps. But with others I think your right their terror radius hide their footsteps. Maybe it's just my ears.
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They should restore the sounds to their former glory. But what we're seeing now is the devs plaster fixing the issue with perks and add-ons. Spirit isn't the only killer who needs Stridor. Nurse has add-ons that make survivors louder. Freddy now has useless add-ons that make survivors lousy. How about actually fixing your game's sound problems? Too much to ask?
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Honestly, if they were to anything like that it would probably be a perk instead of a base kit feature; especially with the increase of sound related addons (aka Freddy).
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I don't think the issue is the volume per se, but rather the inconsistency. Sometimes (rarely) footsteps are perfectly audible for me. Then the next game they're incredibly faint and then they're completely missing when I'm next to a running survivor OUTSIDE chase.
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