We're going to live Forever was over buffed

For as common of a perk it is to take, which shouldn't really be a thing because that means survivors could afford to waste a perk slot on it and still escape easily (brings "balance" into question) but now, slugging is worthless, more than before. There are no killer perks that give such a large speed boost in such a niece area (not a 100% pick-up/drop/hooking, nothing like that.)

I don't believe it's faviortisium from the devs, simply lack of actual game knoolage.

I propose its dropped from 100% (which reduces the time to heal someone from dying to injured from 16 to 8 seconds, this is without the slugged survivor recovery.) To a 25%, to bring it in line with other action speed changes that killer get offered from perks. Up to 25% from Fire-Up, 20% from Brutal Strength, 15% from Bamboozle.

While there are Killer perks they can give 40% or 50%, there is after all only 1 killer, not 4. So in reality, the downed to injured heal time as it currently is can be further reduced from 8 seconds to less than 4 seconds (healing is done in charges per second, if each survivor heals for 2 per second, it'll only take around 3 seconds to bring them up.)

The overall problem is that, with certain builds, survivors can heal tank at exit gates and escape. Kinda like what happened with old Freddy.

Comments

  • Am I seeing someone complain about WGLF?


    Huh

  • @Hoodied said:

    Am I seeing someone complain about WGLF?

    Huh

    not sure if im more surprised by this complaint or the make your choice one

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2021233#Comment_2021233

    You really dont know what i am talking about... do you?

    Killer attack cooldown is 3 seconds.

    With wglf survivors can pick each other in 4 seconds (if both are picking up).

    Soulguard lasts 8 seconds, which is enough (if you have 200% healing speed) to heal each other while killer is hitting healers.

    Healed survivor can tank a hit for next 8 seconds, while healing with another one, who has 4 more seconds of soulguard the downed survivor.

    In short, 3 survivors can hold the killer infinitely. Earlier it required medkits and when they run out, there was a problem for survivors, but now...

    Now it's almost like the old sabo, where killer can't do anything, unless it's killer with power that downs survivors, or he has StBfL...

    So yeah... this perk is still meh (almost 0 buff value) for low lvl players, but is insane for swf on higher skills...

    So yeah... devs got a brainfart...

    I have never encountered such a play. You cant buff and nerf perks, on a .00001% of a chance of it happening.

  • @Crimbojambo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022648#Comment_2022648

    Giving more bp is not nothing. If you get a build right you can net a lot of bp equal to a successful game even if you get 4k'd. It opens up a secure way to farm the currency needed to unlock literally everything in the game to make builds and experiment without depending on having to win. Less stress, easy farm, and helps you learn they game by adding more to your disposal for testing out.

    yh but it didnt benefit gameplay at all. not like it does now

  • Bruh you gotta try harder than this 😂 it's literally been 100% for so long

  • @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022056#Comment_2022056

    Eh not really, I feel you are overvalueing it a bit.

    Wglf will never save you 8 seconds. By the time the killer finished wiping their weapon and walked away 4 seconds already passed that the slug could recover.

    So even if you are right there and the killer doesn't pay any attention at all it saves you 6 seconds. That's best case scenario.

    If the slug has been on the ground for longer then 15 seconds then it saves you like half a second. If they happen to have unbreakabill it's even less valueable

    It's decently effect and can come in clutch but it's nowhere near powerfull.

    Unbreakabill will always be the better anti slug cause it stops what slugs are suppose to do. Getting survivors of gens to come pick their teammate up.

    You still need to abandon your gen to use wglf. Having the time they have to spend reduced by 0.5-6 seconds while noticable is nowhere near most powerfull survivor perk.

    I've played against it and see others use it against slugging killers, the difference it makes is immediately noticeable. There's no real pressure gained from slugging if you have a few of these running around, better hope there's only one and they get slugged.

    It renders slugging redundant which is one of the only things killers can do to win. I guess that just leaves tactical camping so gg.

    And the nerve of people that still want BBQ nerfed. If anything it should be buffed to be on par with WGLF.

  • None of you have disproven WGLF's need for a nerf.

  • @Weeb_H_Toast said:

    None of you have disproven WGLF's need for a nerf.

    How about this: If you leave a person slugged for so long and/or move so far away that someone is able to move in for the pick-up, WGLF isn't your problem.

    Even with WGLF, it takes way too long to pick someone up, making the act far too risky for the survivors. Misjudging the time it takes also gives the killer a huge advantage, since he now has two survivors right on top of each other for easy camping.

    If you slug and:

    A) Leave the sluggee on the ground for literally half a minute, they are gonna get up, WGLF or not.

    B) Run off on a wild goose chase, leaving your slug unsupervised, they are going to crawl out to safety and get picked up, WGLF or not.

    As someone who has used WGLF incessantly, trust me, it is not the big play enabler you think it is.

    Even under perfect circumstances, you likely have two slugged and the WGLF player hanging out nearby, biding his time, waiting for you to mess up. That means you have -three survivors- not progressing the game.

    Slugging is still a brutally impactful way to slow the game, WGLF or not.

  • You have KnockOut that IN FACT was changed as a counterplay one of the other. So...

  • @Dizzy1096 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2022137#Comment_2022137

    I've played against it and see others use it against slugging killers, the difference it makes is immediately noticeable. There's no real pressure gained from slugging if you have a few of these running around, better hope there's only one and they get slugged.

    It renders slugging redundant which is one of the only things killers can do to win. I guess that just leaves tactical camping so gg.

    And the nerve of people that still want BBQ nerfed. If anything it should be buffed to be on par with WGLF.

    On so many threads you claim you need to be slugging constantly, tunnelling and camping. All the good stuff. While there are situations that it's the best option why do the best killer content creators win so much without?

    Can you at least upload some gameplay to prove your claims have at least some merit?

    I've argued before that on the league of legends forums you can check players statistics with two clicks and judge if they're a good player or not. Here we can't but your arguments are always the same heavily biased notions that killer is too weak. I just don't see it. I play so much high rank killer too.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023825#Comment_2023825

    How about this: If you leave a person slugged for so long and/or move so far away that someone is able to move in for the pick-up, WGLF isn't your problem.

    Even with WGLF, it takes way too long to pick someone up, making the act far too risky for the survivors. Misjudging the time it takes also gives the killer a huge advantage, since he now has two survivors right on top of each other for easy camping.

    If you slug and:

    A) Leave the sluggee on the ground for literally half a minute, they are gonna get up, WGLF or not.

    B) Run off on a wild goose chase, leaving your slug unsupervised, they are going to crawl out to safety and get picked up, WGLF or not.

    As someone who has used WGLF incessantly, trust me, it is not the big play enabler you think it is.

    Even under perfect circumstances, you likely have two slugged and the WGLF player hanging out nearby, biding his time, waiting for you to mess up. That means you have -three survivors- not progressing the game.

    Slugging is still a brutally impactful way to slow the game, WGLF or not.

    Every situation you mentioned suggests the fault is on the killer.

    I turned my back to open a gate (cause bloodwarden,) turned back around, and they were up off the floor dead-harding through me, with 2 other survivors still behind me. They were up off the floor within 4 seconds, no For the People. Both survivors who helped him up had WGLF, one had Botney, and the other had a medkit. I think I am completely in the right to feel cheated out of a win because they had a collective 233% increased hearing speed.

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2024228#Comment_2024228

    Every situation you mentioned suggests the fault is on the killer.

    I turned my back to open a gate (cause bloodwarden,) turned back around, and they were up off the floor dead-harding through me, with 2 other survivors still behind me. They were up off the floor within 4 seconds, no For the People. Both survivors who helped him up had WGLF, one had Botney, and the other had a medkit. I think I am completely in the right to feel cheated out of a win because they had a collective 233% increased hearing speed.

    I don't know, sounds like you slugged someone within a meter of two other survivors and didn't chase either of those other two off, and instead wandered off to open the gate for the survivors.

    You took a risk by leaving the sluggee down instead of hooking them straight away, and it didn't pay off because you got countered by a perk that does nothing except this one specific thing. That doesn't sound like you were 'cheated out of a win', which it wouldn't necessarily have been with a blood warden proc.

    You had a strategy figured out, but you got counterplayed. That's all.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028614#Comment_2028614

    I don't know, sounds like you slugged someone within a meter of two other survivors and didn't chase either of those other two off, and instead wandered off to open the gate for the survivors.

    You took a risk by leaving the sluggee down instead of hooking them straight away, and it didn't pay off because you got countered by a perk that does nothing except this one specific thing. That doesn't sound like you were 'cheated out of a win', which it wouldn't necessarily have been with a blood warden proc.

    You had a strategy figured out, but you got counterplayed. That's all.

    buddy, pal, frindo, they dowend survivor was with a meter directly behind me

  • @Weeb_H_Toast said:

    https://forum.deadbydaylight.com/en/discussion/comment/2028681#Comment_2028681

    buddy, pal, frindo, they dowend survivor was with a meter directly behind me

    So you're saying they picked him up in under two seconds, then? Without any healing audio effects?

    Starting to sound like that medkit was the problem, not WGLF. Isn't there an insta-heal addon?

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