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Why 'Moment of Glory' & 'Clean Break' seem strong but are actually terrible perks

Brokenbones
Brokenbones Member Posts: 5,629
edited June 2025 in Feedback and Suggestions

So after Chaos Shuffle has served me these perks a few times, I've decided to write down why I think these perks are just horrible to use in practice while seeming like they have incredibly useful effects.

The worst offender in my eyes though is undoubtedly 'Clean Break'. This perk, in practice genuinely feels like a 5th Killer perk. Here's how it works:

Clean Break:

  1. You heal a survivor. 16 seconds spent doing this usually. Then the perk is active
  2. If you are injured and someone begins healing you, press a button to become 'broken' for a whole minute.
  3. After the minute is up, you become healthy immediately

Now, the elephant in the room is - why the hell would you not just let the other survivor heal you? The first answer would be something along the lines of 'time efficiency' I'm sure, but let's say you let the survivor heal you:

  1. That's two survivors spending 16s healing, 32 in total.
  2. Clean break is 60s, meaning it's almost twice as long to get value

"But you can do other things" I hear you thinking to yourself.

That's true, but if you get chased you're stuck permanently injured unless you can survive the whole minute and that's easier said than done. In a nutshell, you're deciding to stay injured for a whole minute and if you're not planning on hiding during that minute, you're a really easy target for the killer.

I think what kills the perk is the 'while you are being healed' part of the perk. If you could trigger it on demand, whenever you wanted then it would be much better because at least then you get to pick when to trigger it.

Moment of Glory:

  1. Spend time searching/rummaging two chests (20 seconds in total) to make the perk active
  2. Once you are injured by any means, become broken for a minute
  3. When a minute passes, become healthy.

This perk actually has the potential to be really powerful because I recently learned you can search one chest in order to gain the first stack then simply wait until the right oppertunity to search the second one while already injured to immediately activate it and start the heal timer.

My main gripe with Moment of Glory, apart from the 60s timer - is it's activation condition. As we all know only 3 chests spawn in maps by default and outside of the basement and some guaranteed spots you're gonna be wasting a bit of time to get it active. Also having to pair it with a rummage perk to get more use out of it annoys me, since the rummage perks are themselves not all that good on their own.

My suggestion: Let unhooks/totem cleanses count as stacks. One or the other. Just something to make getting it ready more consistent. In a normal game, one survivor can only use this perk once without rummage perks. That's really bad imo.

I know these perks with the wrong numbers would probably become really annoying and busted but I never see anyone use these perks in normal games and it's pretty understandable why.

They are ultimately outclassed by alternatives:

  1. Second Wind has the same idea as these two perks, but it triggers off of being unhooked and is only 20 seconds.
  2. Inner strength lets you cleanse 1 totem in order to get an on demand heal at a locker for way shorter times.
  3. Medkit syringes outclass both of these perks in basically every way, goes without saying.
  4. If teammates have perks that increase healing speed, you're actively opting to stay injured for way longer than necessary with 'Clean Break'. Meaning you either just never use it or decide to waste more time.
  5. In the upcoming FNAF patch, Botany Knowledge is having its downside removed meaning Medkits will likely outclass these perks even more than they already do.
Post edited by Rizzo on

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