We're Gonna Live Forever needs a buff to be on par with Barbecue & Chill

About a year ago, I made a post in the steam discussions for Dead by Daylight about how the survivor perk, "We're Gonna Live Forever" needs a bit of a buff to be equal the killer's version of that perk which is, "Barbecue & Chili.


As of right now, "Barbecue & Chili" does two things, it gives bonus bloodpoints post-game, and it shows the aura of survivors who are 40 or more meters away (given the survivor isn't in a locker or using the perk "Distortion") from the hook on which the survivor as placed. This helps the killer decided whether they can leave the hook and find another survivor or if someone is nearby and the killer should stay by the hook and check around for a bit.


However, the survivor perk, "We're Gonna Live Forever" only does one this, which is gives bonus bloodpoints depending on how many times you preform a Safe Hook Rescue or take a hit to protect another survivor. It has no second ability, which makes grinding bloodpoints on killer better overall.


In the original steam post, I made three suggestions, looking at them again, only two actually made for a decent enough buff to balance the two perks, so I've revised the two I thought decent. The two suggestions are listed below. (Note: The reason they are so long is I took the description of "We're Gonna Live Forever" and added my buff in to it, so this would be a guess of what the description would look like in game if this were a go through)

  1. Your few friends deserve the best protection. After unhooking a survivor, the killer's aura is revealed to you and the unhooked survivor for 4 seconds if the killer is within 40 meters of the hook the survivor was on. Each time you preform a Safe Unhook Action or take a hit to protect a Survivor, gain 25% stackable bonus to all bloodpoint gains up to a maximum of 50%/75%/100%. The bonus bloodpoints are only awarded post-trail.
  2. Your few friends deserve the best protection. After unhooking a survivor, the killer's aura is revealed to you and the unhooked survivor for 4 seconds if the killer is further than 40 meters of the hook the survivor was on. Each time you preform a Safe Unhook Action or take a hit to protect a Survivor, gain 25% stackable bonus to all bloodpoint gains up to a maximum of 50%/75%/100%. The bonus bloodpoints are only awarded post-trail

I ask that if you have anymore suggestions for, "We're Gonna Live Forever" that you leave them down below, I will try to reply with my opinion on your suggestions and keep my post updated as well. Thanks for stopping by, and remember to enjoy your time in the fog.

Comments

  • The secondary effect of wglf is for the unhooked not the user. It requires the user to make the most optimal save possible. Survivors can counter aura reading, with current available loadouts and mechanics a killer could not.

  • @DemonDaddy said:

    The secondary effect of wglf is for the unhooked not the user. It requires the user to make the most optimal save possible. Survivors can counter aura reading, with current available loadouts and mechanics a killer could not.

    I never thought of it like that before, I appreciate the response and feedback.

  • Your two versions are identical save for whether the killer is close or far, and even have the same typo - we go into trials, not trails. I wouldn't treat these as two different ideas, so my answer to both is that I really don't think an aura will do much other than stall the game for a second as survivors check whether to run or not: I'd rather they use other perks to be aware of killer location before approaching the hook.

    My ideal buff for WGLF is to just combine it with We'll Make It. That's not a teachable, so removing it doesn't alter any survivor's base. Getting a heal buff makes it easier to proc a safe unhook. It may also reduce hook dives in general because people will want to heal a little rather than running to the hook to run away.

  • About a year ago, I made a post in the steam discussions for Dead by Daylight about how the survivor perk, "We're Gonna Live Forever" needs a bit of a buff to be equal the killer's version of that perk which is, "Barbecue & Chili.

    I just want them to bring back the 200% bonus BP and fix protection hits.

  • @[Deleted User] said:

    Sure, as long as both perks are free or both perks are paid DLC, And killers have as many counters as survivor have against BB&C then we can buff WLGF to be truly on par with BB&C

    You can get BBQ in the shrine so it is free, plus paying for a killer/survivor to get a perk doesn’t have (and shouldn’t have) any impact on how worthwhile the perk is.

  • About a year ago, I made a post in the steam discussions for Dead by Daylight about how the survivor perk, "We're Gonna Live Forever" needs a bit of a buff to be equal the killer's version of that perk which is, "Barbecue & Chili.

    1 killer perk is suppose to be as powerful as 4 survivors perks if it was assymetrically balanced. Killers face against 16 very strong perks that are usually stronger than killers because they're game changing very strong perks that can end up with the killer losing just because of 1 out of 16...No we don't need a survivors perks as equally balanced as a killer perk.

  • @ThirdSealOPplzNerf Yes, it should be as powerful as the killer's perk, because it would activate less often than the killer's perk. The killer can use BBQ as many as 11 times per match and survivors would only be able to use WGLF as many as 8 times per match, combined

  • They should remove "borrowed time" perk and give its effect to WGLF.

    Killer main, btw.

  • Ill just change and add more thing for this perk

    1. The bp reward its 100% i will change to 150% reason why its killers gets more points just let survivors get at least more bp

    2.not only unhooking give you a stack but healing someone that its injured or soomeone that its in dying state also give you a stack

    3. Remove We'll make it and add into We're gonna live forever while you unhook someone

  • How to maximize WGLF: Don't hide, always be opening a chest, cleansing a totem, working on a gen, saving someone from a hook, taking a hit for them or being in a chase and you will see your BP skyrocket.

    Also, this argument always overlooks the inherent benefit of being a surv... survs don't have to bring items into the match to be effective. They can go without, or open a chest to not only acquire a useful item, but earn bloodpoints too. Whereas killers have to bring addons - that they have to pay for - to even have a chance against survivors.

  • Or you could make WGLF easier to stack by letting you get a token for healing a health state on another survivor, on top of everything else. Survivor perks shouldn't be on par with Killer perks.

  • just make we'll make it and WGLF the same perk. completely redesign WGLF to do something else.