I love Moment of Glory, but...
I really enjoy using Moment of Glory. In particular, I love the thrill of being injured in chase, and being rewarded for lasting in that chase. I find fun in the pressure of trying to last the duration of the 60 second timer. However, there was a change some time ago that made Moment of Glory feel a lot less nice to use.
Some time ago, Moment of Glory lost its charges when you were injured before the 60 second timer could complete. Before, when you returned to the injured state from dying or hooked, your timer would resume until the heal completed. Effectively, Moment of Glory did not consume its charges until that heal was successful. Now, Moment of Glory deactivates when injured whether successful or unsuccessful.
I felt that the 60 second timer was ok, given the perk used to resume when it failed, but now I believe the perk feels bad to use, due to that change. I think Moment of Glory could be better in one of two ways.
- Reduce Moment of Glory's timer from 60 seconds > 45 or 40 seconds.
- Keep Moment of Glory's timer at 60 seconds, but re-add the ability for Moment of Glory's timer to restart when returning to the injured state until the heal completes.
The perk already asks for you to open or rummage 2 chests, which can be scarce given the map and/or if other teammates have already used chests. I feel that either of these two changes would return the thrill of using Moment of Glory.
Comments
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I also like to use perks that automatically heal after a while like Moment of Glory and Clean Break but the problem is that they have a lot of requirements and the 60s time is too long.
It's like you said, they need to reduce the time a little to become decent to use. I find it strange that these perks leave you broken but you can't combine with Vigil to try to speed things up since the timer is valid on the perk and not on the status effect.
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Since i main trevor i too felt the change hit hard lol it almost feels like the only way to activate it now is if ur alredy injured and didnt get healed, then open the chests and avoid chase entirely. In its old form it could even be considered a form of anti tunnel perk if you were getting chased right off a hook. Having a perks value just be deleted when it requires you to waste time for it just feels wrong and useless.
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The perk is way more fair now. It was pocket autoheal that sometimes was even not truly valuable for survivor in some situations. You now take risk of losing it for price of doing side objective. Welcomed changed to me. If the perk was more popular, I'm sure it'd be nerfed. Now it's very strong, but in allright position.
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