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Moment of Glory and Clean Break need buffs.

These perks have a really long timer which gives the killer a really big window to hit the survivor before the timer expires.

Considering that these perks already have requirements that prevent them from being OP, it's a really good idea to reduce the timer from 60 seconds to 45 seconds or 40 seconds to make up for the time you wasted on the requirements.

Comments

  • Zuiphrode
    Zuiphrode Member Posts: 38

    Have you considered why the cooldown on free heal perks is so long?

  • Boons123
    Boons123 Member Posts: 957

    what cooldown you mean?

    Healing perks never have cooldown.

  • Uknownenjoyer
    Uknownenjoyer Member Posts: 20

    maybe make it 40 sec? i feel the ablilty to auto heal is quite strong but i see your point where 60 sec is way to long to be vulnerable .

  • SidneysBane1996
    SidneysBane1996 Member Posts: 784
    edited December 11

    The cooldown is long because of the same reason Buckle the People got nerfed. Having to hit a Survivor three times to down them is unfair, unfun, and bad game design.

    60 seconds is just right, any lower and it would feel too strong. It's meant to be a risky type of perk, like Deliverence is.

  • Boons123
    Boons123 Member Posts: 957

    It seems that you do not even know what the activation conditions are.

    Moment of Glory requires opening or rummage 2 chest and 60 seconds broken then healed immediately once injured.

    Clean break requires you to heal another survivor to activate it and then you have another requirement that requires the survivor to heal you to press the button to become broken for 60 seconds and then heal immediately.

    So in what part of the world is this so powerful that it justifies spending a whole minute to heal?

    With these conditions it is impossible, and my suggestion does not change these requirements at all, it is just a broken timer of 60 seconds that needs to be reduced a little, and if you are unable to hit the survivor within 60 seconds or 40 seconds, then this is a problem with your skill.

  • Brokenbones
    Brokenbones Member Posts: 5,206

    There are several glaring issues with these perks and it bothers me how they are outclassed by old stuff.

    First of all - syringes; they don't take up a perk slot and they heal you in 16s base, more with perks/addons. That alone makes these two perks completely wasted slots. If healing passively is what you want, they are outclassed in every way.

    Second of all - second wind and resurgence. Both of these perks outclass these perks in almost every category. Their activation conditions are lax, they go off at important times and you are more likely to see success from them than you are with glory/break.

    Why bring perks that require specific activation conditions and force you to stay injured for a whole minute when you can just bring a medkit or have a teammate heal you.

    Keep in mind, 1 teammate healing you only takes 16 seconds whereas Clean Break requires 16 seconds + 60 seconds due to its activation condition. How is this a net positive for the survivor?

  • bjorksnas
    bjorksnas Member Posts: 5,684

    They are meant to take a long time, its not really about being able to be healthy its being able to be healthy with a large amount of time efficiency.

    Self healing with a medkit takes 24s

    Being healed by another survivor takes 16s but an effective 32s because its 2 survivors spending 16s to heal and be healed

    Doubling up takes 24s because its 8s to be healed but its 2 survivor performing the action and one survivor being healed

    All of these actions take plenty of time, but when you put perks like clean break into it and less so moment of glory that time efficiency is out the window.

    Normal total time to have 2 survivors heal each other 64s (both injured), time with clean break (32s then you are healed 60s later), while there is a delay its still an equivalent to a 100% heal speed increase with a delayed effect the amount of time it can save in a match is huge. The downside has to be inconvenience so the killer actually has a window to interrupt it because otherwise its 100% increased heal speed on a stick.

  • Boons123
    Boons123 Member Posts: 957

    While others see it as a means of healing and nothing more, I see it as a time saver. 16 seconds will go to the generator, not for heal me. No matter what anti-healing the killer uses, these perks will heal me no matter what.

    The moment of glory will guarantee that I will win no matter what, the killer hit me and left I will be healed, drop the chase I will be healed.

    All great uses unless the timer 60 broken too long.

  • bjorksnas
    bjorksnas Member Posts: 5,684

    Technically 32s will go into the generator because you also save the 16s from another survivor not spending 16s to heal you

    60s is a fine spot for the equivalent of 100% bonus heal speed, and a reward for finding items which can then also save more time.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 784

    You opened with insults.

    I have no reason to respond to you further since you like to insult people.

  • SoGo
    SoGo Member Posts: 1,513

    I see no reason why this shouldn't happen.

    40 seconds would be fine.

  • Boons123
    Boons123 Member Posts: 957

    Yes true, but 60 seconds is a really really big window for the killer to hit you, I mean have you ever seen a killer who knows what he's doing let the chase go on for 60 seconds? Not to mention that most of the killers powers ensures that the chase doesn't last 60 seconds.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,048

    have you considered how strong these perk become when they're stacked?

    For example, if you run dead hard+Appraisal+Moment of glory+Clean break with Syringe med-kit, You arbitrary have chases where the killer has to hit survivors 4-5 times in a single chase to down one survivor.

    To prevent these perks from just stacking health-state, after health-state, after health-state, they have long activation requirement. to be fair, these perk would be better balanced if every killer had one of the following

    1. Fast cooldown recovery option
    2. Instant down
    3. Ranged attack option(No, Deathslinger does not count for being such trash ranged option)
    4. Fast mobility Catch-up(E.G Pre-nerfed Chucky, Blight type rush ability).

    Unfortunately BVHR is pretty bad at balancing every killer to have one of these options as they either nerf killers, nerf perk related to this or in some cases, provide no option whatsoever.

  • Boons123
    Boons123 Member Posts: 957

    You are assuming a scenario that is very rare, less than 1% chance of happening.

    Moment of Glory has requirements, Clean Break has requirements, and even Dead Hard has a requirement which is to unhook yourself or your team saves you, and even in this case it is a very big mistake for the killer to chase the same survivor for 120 seconds, especially if the killer saw one of the team healing a teammate in order to use a Clean Break, I mean simply chase the healer.

    If the developers assumed the worst case scenarios for all perks in the game, all perks would be very dead, whether in numbers, requirements, or even down sides, but they did not do that with the vast majority of perks because it is very rare to happen and also falls into the player's decisions if it happens.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,048

    Dead hard and Med-kit Syringes are not rare for me. In fact, they're fairely common. Clean perk and Moment of glory are not being played because their number are purposely poor. Suppose these perk had same numbers as Med-kit syringe of healing you in 24 seconds, you would likely see more of these extra-hit mechanics stacked.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,992
    edited December 12

    The issue with Moment of Glory isn't so much the healing time as much as that there just aren't enough chests on the map. The only way I've really been able to get it to work is running it with Appraisal and bringing a coin offering, so there are more chests and I can activate it 3 times by unlocking and rummaging the same chest. With that combo it's actually not too bad, but running it on its own felt kinda pointless tbh.

    That said, I wouldn't mind Moment of Glory's heal time being reduced to 40 or 45 seconds.

    Clean Break is much stronger than Moment of Glory though and is fine at 60 seconds. It's much easier to activate and doesn't require a side objective like chests, healing is generally a more important component of a trial. I've been using this perk a lot the last couple of weeks since it came out and it's great for increasing your team's efficiency, yes you take a while to heal and that is a risk but it allows both you and the other survivor who would've healed you to spend that 16 seconds on generators or other important tasks instead.