We're Gonna Live Forever
We're Gonna Live Forever is a unique perk belonging to David King. It was added to the game on 27 July 2017 in patch 1.6.0 as part of the A Lullaby for the Dark Chapter.
In the last 14 days, 1.15% of Survivors have had it equipped making it the 71st most used Survivor perk in that time. Scroll down for more stats.Descriptions & Patch Notes
Your few friends deserve the best protection.
When healing another Survivor in the dying state, your healing speed is increased by 100%.
Additionally, performing any of the following actions activates this perk's secondary function:
- Perform a Safe Hook Rescue
- Take a hit to protect a Survivor
- Rescue a Survivor by stunning the Killer with a pallet
- Rescue a Survivor by blinding the Killer
Endurance prevents a Survivor from being downed, inflicting Deep Wound instead.
Deep Wound will put a Survivor in the dying state unless it is mended before the timer runs out.
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Changes:
- Note Adjusted description to indicate that it works for ALL blinds, not just flashlights
Your few friends deserve the best protection.
When healing another Survivor in the dying state, your healing speed is increased by 100%.
Additionally, performing any of the following actions activates this perk's secondary function:
- Perform a Safe Hook Rescue
- Take a hit to protect a Survivor
- Rescue a Survivor by stunning the Killer with a pallet
- Rescue a Survivor by blinding the Killer with a Flashlight
Endurance prevents a Survivor from being downed, inflicting Deep Wound instead.
Deep Wound will put a Survivor in the dying state unless it is mended before the timer runs out.
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Changes:
- Nerf Removed the bloodpoint bonus
- Rework Performing certain actions (Safe unhooks, protection hits, Flashlight or pallets saves) will activate the perk's secondary function. When it's active, healing another Survivor from the dying state will grant them endurance for 6/8/10 seconds.
Your few friends deserve the best protection.
When healing another Survivor in the dying state, your healing speed is increased by 100%.
Gain a token for performing any of the following actions:
- Perform a Safe Hook Rescue
- Take a hit to protect a Survivor
- Rescue a Survivor by stunning the Killer with a Pallet
- Rescue a Survivor by blinding the Killer with a Flashlight
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Changes:
- Buff Now also grants tokens for Flashlight or Pallet saves
- Buff Added an effect to increase the healing speed of survivors in the dying state by 100%
Your few friends deserve the best protection. Each time you perform a Safe Hook Rescue 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-trial.
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Changes:
- Quality of Life Changed to use the Safe Hook Rescue score event
Your few friends deserve the best protection. Each time you rescue 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-trial.
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Changes:
- Nerf Reduced maximum bloodpoint gain from 100/150/200% to 50/75/100%
- Nerf Reduced the bonus for each stack from 50% to 25%
Your few friends deserve the best protection. Each time you rescue or take a hit to protect a Survivor, gain 50% stackable bonus to all bloodpoint gains up to a maximum of 100/150/200%. The bonus Bloodpoints are only awarded post-trial.
“Come on then, let's ‘ave it! I don't give a shit pal.” -David King
Usage Rate by PatchPatches*
Escape Rate by Patch Patches*
Commonly Used WithSince 7.7.0*
# | Perk | Usage Rate |
---|---|---|
We'll Make It | 15.3% | |
Dead Hard | 13.83% | |
Buckle Up | 12.3% | |
Botany Knowledge | 11.1% | |
Windows of Opportunity | 10.77% | |
For the People | 9.8% | |
Adrenaline | 9.77% | |
Unbreakable | 9.13% | |
Resilience | 8.97% | |
Lithe | 8.6% | |
Sprint Burst | 7.9% | |
Bond | 6.67% | |
Made for This | 6.63% | |
Deja Vu | 6.43% | |
Background Player | 6.37% | |
Decisive Strike | 6.2% | |
Flashbang | 5.8% | |
Kindred | 4.63% | |
Borrowed Time | 4.43% | |
Empathy | 4.4% | |
Balanced Landing | 4.17% | |
No One Left Behind | 3.97% | |
Desperate Measures | 3.77% | |
Off the Record | 3.73% | |
3.6% | ||
Distortion | 3.4% | |
Self-Care | 3.2% | |
Head On | 3.03% | |
No Mither | 2.97% | |
Prove Thyself | 2.97% | |
Autodidact | 2.73% | |
Hope | 2.5% | |
Saboteur | 2.37% | |
Iron Will | 2.27% | |
Breakout | 2.13% | |
Boon: Circle of Healing | 2.07% | |
Reassurance | 2% | |
Second Wind | 1.93% | |
Quick & Quiet | 1.83% | |
Lightweight | 1.77% | |
Leader | 1.7% | |
Deliverance | 1.67% | |
Strength in Shadows | 1.63% | |
Spine Chill | 1.63% | |
Soul Guard | 1.57% | |
Babysitter | 1.47% | |
Bite the Bullet | 1.4% | |
Urban Evasion | 1.37% | |
Boil Over | 1.33% | |
Inner Strength | 1.23% | |
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Most Common BuildsSince 7.7.0*
# | Build | Usage Rate | Escape Rate |
---|---|---|---|
1.8%54 | 27.8%15/54 | ||
1.53%46 | 21.7%10/46 | ||
0.8%24 | 50%12/24 | ||
0.5%15 | 40%6/15 | ||
0.47%14 | 21.4%3/14 | ||
0.43%13 | 30.8%4/13 | ||
0.4%12 | 33.3%4/12 | ||
0.4%12 | 8.3%1/12 | ||
0.37%11 | 36.4%4/11 | ||
0.3%9 | 22.2%2/9 | ||
All 10 rows shown |
Details
StatisticsLast 14 days
Shrine Appearances10
Date | Price | Owned (?) |
1500 | 150000 | |
2000 | 150000 | |
1500 | 150000 | |
2000 | 150000 | |
2000 | 150000 | |
2000 | 150000 | |
2000 | 150000 | |
2000 | 150000 | |
2000 | 150000 | |
2000 | 150000 |
Usage By CharacterSince 7.7.0*
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