http://dbd.game/killswitch
Why 'Moment of Glory' & 'Clean Break' seem strong but are actually terrible perks
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:
- You heal a survivor. 16 seconds spent doing this usually. Then the perk is active
- If you are injured and someone begins healing you, press a button to become 'broken' for a whole minute.
- 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:
- That's two survivors spending 16s healing, 32 in total.
- 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:
- Spend time searching/rummaging two chests (20 seconds in total) to make the perk active
- Once you are injured by any means, become broken for a minute
- 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:
- Second Wind has the same idea as these two perks, but it triggers off of being unhooked and is only 20 seconds.
- Inner strength lets you cleanse 1 totem in order to get an on demand heal at a locker for way shorter times.
- Medkit syringes outclass both of these perks in basically every way, goes without saying.
- 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.
- 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.
Comments
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nah clean break actually saves time since i stack it with do no harm to heal them get tapped and immediately work on a gen but moment of glory needs to rummage through 2 chests which is too niche also you need to run shiny coin which granted messes with killer powers unless they're doing a human greed build it isn't worth it
0 -
Pah! I'm going to run Clean Break, Moment of Glory, Appraisal and a non-exhaustion perk to spite the OP.
Fun Fact; Not. Every. Perk. Needs. To. Be. Meta.I'll gladly take the occasional Red Herring or pebble over another MFT, DH, DS.
-5 -
Yeah I'm not asking for them to be meta, I'm not sure where you got that idea
I just want them to get some QOL and maybe a small buff to make them 'decent'.
Decent =/= Meta
4 -
Me too lol.
To the topic, I would reduce the time needed to heal back to 40 seconds and:
• Change the trigger condition of Moment of Glory to something along the lines of old We're Gonna Live Forever (safe unhooks, protection hits, healing downed people, ect.)
• The Clean Break change you suggested sounds really good (the on-demand activation).
4 -
I can understand why they were trying to tie perks to chests. Currently realistically... there's not much use for chests by themselves. Items in the bloodweb have gotten cheaper, making it quite normal to be able to just bring an item every match rather than try to get a random one from the chest. Using chests as a requirement for a perk effect brings chests into the picture again rather than making the requirement something you would have done anyway.
-1 -
My take on changes:
Moment of glory - change time to 30 sec, 1 opening/rummage would be enough to activate
Clean break - change time to 30 sec, activation on demand
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