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Why is moment of glory so weak?

Title. Inner strength heals you significantly faster and requires less to activate than moment (or less perks if you use appraisal).

It doesn't work with second wind. In fact it breaks you before second wind can heal you so you spend +20 seconds to get the healing AND both perks deactivate.

It should at least be 45 seconds if you don't want it to be a meme perk that only works on a chest hunter build. I want to try non meta perks but they're just so bad!

Comments

  • Viciusaurus
    Viciusaurus Member Posts: 438

    It only really shines for good loopers, or those that can escape chase, but even then it's outclassed by other perks. Second Wind is one of my favorites, since it encourages altruism and rewards it with a fast heal.

  • Ryuhi
    Ryuhi Member Posts: 3,897
    edited October 27

    "insta-heal" perks are very difficult to balance, so its not surprising they would err on the side of caution regarding activation conditions, especially in ways to prevent attempts to stack an effect. Imagine you're playing an M1 killer, and someone has multiple of these effects with no restrictions like the Broken state. You could hit a survivor in chase, they throw a god pallet and buy a bit of time. That hit triggered Moment of Glory's activation timer, with Second wind healing you if you got hit within its 20 seconds, giving you only 60 seconds until it procs the heal from MoG. Get hit again within that time, and you'll re-heal that state when it expires (this can be done on purpose to take advantage of the speed boost on hit/blade wipe as well.) THEN you could use a syringe after the next strong pallet, and 15 seconds later get another heal. Not only that, but you can have Inner Strength on deck, even if the killer went through all those hits, a few seconds in a locker and you're healed back to full.

    Thats up to 4 heals mid chase, requiring upward of 6 hits. This isn't even factoring an endurance perk on top. The Broken state is applied to these perks for the same reason Exhaustion is applied to its perks and why Deep Wounds prevents Endurance: Its to prevent extremely busted scenarios. Will my example happen every single game? Of course not, its an unlikely scenario (especially in its entirety.) The point of sanity checks isn't because their issues are frequent, its to prevent them from being possible in the first place. This is why Deep Wounds needed to affect endurance, it was possible to tank an absurd amount of hits per survivor so the sanity check was introduced to prevent stacking.

    Edit: fixed a few mistakes in time windows/activations

    Post edited by Ryuhi on
  • Caiman
    Caiman Member Posts: 2,960

    The real problem with the perk is that if you open one chest, then get downed, that progress is negated and you have to open two more chests to activate it. Such an unnecessary restriction.

  • zarr
    zarr Member Posts: 1,032

    I'm not sure people are aware what its recent "bug fix" actually did:

    Fixed an issue that caused the Moment of Glory perk to lose its charges when entering the dying state

    This not only means that contrary to what @Caiman claimed you don't lose any charges on being downed, but more crucially, it instantly starts healing you again once you are back on your feet. So if you have Glory ready, get downed but then healed up again by a fellow teammate or Unbreakable or the like, you instantly become Broken again, and the 60-second timer starts anew. This also carries over to being hooked, then becoming Broken and healed within 60s after the unhook. As well as escaping the killer's grasp, be it by wiggling, stun or blind rescues, or Decisive Strike.

    While this has notably improved the perk and made it have more consistent value, the risk that getting downed would render the investment to activate the perk naught wasn't something that held the perk back from being "great" or anything, it was more so something that pushed it into "you'd be pretty crazy to use this, unless you actively want to bring detrimental perks in order to have fun" territory. So with that issue fixed, it's not like Glory is a meta-contender now. Fairly far from; it's still hard to argue it's anything above high C, at most low B tier.

    The investment to activate it is just too steep. Running around searching for and looting two chests takes ages, and sometimes isn't possible altogether because it's too risky to go for a chest with the killer around (especially the basement chest of course), let alone while injured. The items you find are regularly nowhere near worth that time investment either, particularly of course considering that you can only carry one item at a time, and that ideally you would want to bring an item into the round to begin with. There are only 3 chests on the map, so at most you can activate the perk one time, and only if nobody else has looted 2 chests themselves. Sure, you can bring perks and offerings to change some of these things (Shiny Coin, Plunderer's Instinct, Appraisal, Ace In The Hole, …), but then you are spending even more precious slots on things that in and of themselves are really suboptimal choices, forgoing good stuff, and the issue that you can only hold one item at a time and that that item ideally is one you brought into the trial from the get-go doesn't disappear.

    And then beyond the activation investment, the effect is not that crazy either: Surviving 60 seconds in a chase while injured is not easy for a lot of players, and against an even just competent killer player it isn't easy for anyone, particularly of course if they are playing one of the numerous killers with potent chase abilities. Not to mention that instadown abilities/add-ons/perks completely circumvent this. Healing passively if the killer leaves you after hitting you or after you get unhooked or healed up off the ground is neat because it saves some time, but in the latter two scenarios there is another survivor there that could have simply healed you instead without it taking too much time. It is nice that you can go and hide after getting unhooked and passively heal, but then if the killer is far enough away such that you aren't immediately caught up in a chase, you'd regularly be better off using Inner Strength and hiding in a locker after that unhook, which is a more reliable means of healing in general as well. And if you are getting tunnelled, you might just end up getting put into Deep Wound, where all Glory will then do is mend you.

    Given all that, I do think Glory deserves a buff or another. What would instantly make it much more relevant I think is if they were to reduce its activation condition to 1 loot/rummage interaction. Now you aren't forced to bring a Shiny Coin and/or Appraisal to be able to activate the perk multiple times, multiple survivors using the perk aren't as extremely at odds with each other, and the time to activate it is technically halved. Only having to loot one chest per activation also means you aren't always forced to leave an item behind. And if you do bring Shiny Coin or Appraisal, it even gets to be a fairly reliable means of healing. If they were to reduce the time-to-heal to 45 seconds on top of that, we would probably start seeing a lot more looting. They could also simply cut the timer down to 30 seconds, keeping the current activation condition.

    I would also want for the Broken status to be removed such that you can heal by other means if you want to, saving your Glory for when you really need it, as well as making it more surreptitious in chase as opposed to immediately telling the killer that you will be healthy again if they can't down you.

  • Caiman
    Caiman Member Posts: 2,960

    That was a bug? And it's fixed now? Guess I'll try the perk again. As a soloQ survivor, I'll take any self-sufficient healing I can get. Plus I'm a compulsive chest-looter anyway.

  • jmwjmw27
    jmwjmw27 Member Posts: 516
    edited October 29

    I really love the idea of the perk - take a hit for a teammate, killer can either commit to you or you heal in 60 seconds. On paper, great anti-tunnel perk (to protect a tunneled teammate). In practice, 60 seconds is pretty crazy even if you can get right on a gen after taking the hit, and because you have to search two chests, it is hard outclassed by a simple medkit, you can even bring pharmacy to search a chest after, spend less time, and get a medkit to heal yourself instead.

  • Caiman
    Caiman Member Posts: 2,960

    What if you combine it with Mettle of Man so you get the free hit while healing from Moment of Glory? An extremely impractical combo, but imagine actually pulling it off in a match.

    For serious balance discussion, I'd lower Moment of Glory's timer to 45 seconds.

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,606

    I think the heal time should be bumped down to 45s. Then it'd be pretty decent without being OP.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,984
    edited October 29
    Post edited by HerInfernalMajesty on
  • jmwjmw27
    jmwjmw27 Member Posts: 516

    That is a very fun idea, one that I've actually never tried out in-game. I bet I could pull off something fun with it.

  • OrangeBear
    OrangeBear Member Posts: 2,861

    Wow, i completely missed this, thanks for sharing!

    This is how i wish the perk worked since it's launch

  • danielmaster87
    danielmaster87 Member Posts: 9,715

    Because it can be a mid-run instaheal, and they didn't want it to be super strong like the medkit instaheal. It's one of the best designed perks in the game in terms of rewarded looping for a long time. Sometimes when I'm using it I'm like, "C'mon! Faster!" and get downed before the heal pops, but from the killer POV, you have so little time to get that down. If you don't see yourself getting the survivor in that time, you might as well pressure someone else instead of having a restarted chase from healthy.