http://dbd.game/killswitch
A Moment for “Moment of Glory”
Ever since its release, Moment of Glory has been one of my favorite perks to use. I’ve always felt like it was one of the weaker perks, but in a recent patch, it received a nerf. Previously, if Moment of Glory was charged (two chests were open), and a survivor went down, the perk would reactivate the next time the survivor was in the injured state. Now, if a survivor is downed while the perk is healing a survivor, the whole effect is lost, and two more chests need to be opened.
For now, I think Moment of Glory could go back to how it was when it first released. It was already a weak perk. For example, you need to spend 20 seconds charging the perk plus the time it takes to move from chest to chest. You then need to be broken for 60 seconds. Not only that, by default, the whole team can only get one charge of the perk (and that’s if your teammates don’t open chests). Sure, you can bring chest offerings, or bring Appraisal, but even then, I don’t think it’s problematic, given the time it takes to charge it and heal from it. With all the things holding it back, I don’t think it needed be slapped with deactivating when you’re downed.
So, I think it’d be more simple to just revert it to how it was in release: that is, not losing the charge when you’re downed.
However, I think there is room to improve the perk or rework it. I’m not sure what exactly, but I think it would be cool if the survivor could control when Moment of Glory activates. Maybe the survivor would still need to open two chests, but they could activate it at any moment, within 5 seconds of being hit by the killer (with a prompt similar to dead hard). It could then take 30-40 seconds to complete the heal. In either case the charge is spent. If that’s too strong, it could also be capped at a maximum of 1 or 2 activations per survivor per match. I think this would make the perk more engaging. The survivor can decide IF they want to begin their “Moment of Glory” WHEN they’ve been hit. Maybe they use it when they feel like they can loop for the time it takes to heal. Or maybe they don’t. And if they use it, the killer could tell they activated it, and decide whether they leave the survivor, or continue the chase.
I feel like the name “Moment of Glory” suggests a climatic moment. What is more climatic than trusting in your ability to loop the killer, hoping that you’ll last through this moment, and get the heal? I think that the chests limit how often it can be used, and cause the survivor to spend time charging it, so maybe a hard cap wouldn’t be necessary, but SWFs might find a way to abuse it, so maybe having the hard cap of one usage would really make it a “MOMENT of Glory”.
Comments
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Previously, if Moment of Glory was charged (two chests were open), and a survivor went down, the perk would reactivate the next time the survivor was in the injured state. Now, if a survivor is downed while the perk is healing a survivor, the whole effect is lost, and two more chests need to be opened.
I submitted a bug report for this over a month ago. It is something they fixed previously, so surely it would not be too difficult to fix again? Thank you for calling more attention to this.
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