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Buckle Up And We're Gonna Live Forever

That's two very similar perks now except that "We're Gonna Live Forever" is a weaker version of "Buckle Up"

We're Gonna Live Forever:

It requires taking a hit on an injured survivor, saving the survivor from the killer's shoulder, or saving him from the hook, and you get one token

When healing a dying survivor, you lose a token, and the survivor you healed gets Endurance for 10 seconds.


Buckle Up:

Heal the survivor while he/she is in a dying state , and you and the survivor you heal will have Endurance for 10 seconds, and also reveal his killer aura to both of you for the same time.

additional:

This isn't the first time that developers haven't noticed the similarities between perks

Several months ago, the developers added a new perk

Teamwork: power of two

Which bears a strong resemblance to Blood Pact

A very similar perks is not good at all

Comments

  • Gandor
    Gandor Member Posts: 4,379

    They are similar, but absolutely not the same. It's similar to situation with iron grasp vs agitation (but as endurance is short snd does not stack, you don't have similar synergy). The important part you forgot is, that WGLF heals from ground +100% faster. I have seen situations, where games were lost, because of slower pick-up from damn sloppy butcher. WGLF is very niche (to the point it's not really worth it), but can be better option then buckle up. Specifically if killer is camping bodies trying to bleed everyone/someone out.

  • JustAnotherNewbie
    JustAnotherNewbie Member Posts: 1,941

    Perhaps We're Gonna Live Forever should just get Made for This' healing part, since it's way overtuned. That way WGLF can give endurance to any healing action and MFT can just give haste.

  • Boons123
    Boons123 Member Posts: 971

    Well, I said perks that are very similar, not identical

    Both are very similar with a slight difference

    Which one has requirements and the other has no requirements

  • Gandor
    Gandor Member Posts: 4,379

    Yes. But there's no condition for quick pickup from the ground - which can possibly be more important.

    But let's say 4-man of WGLF, buckle up, saboteur/toolbox and no mither/unbreak/exponential. It would be hard to slug, but also hard to hook. It would still be counterable, but pretty hard to play around (on the other hand, gens would go slowly).

    In this case you use strong parts of each of those 2 perks and combine them into specific unique play.