Never really disliked them in 2016, but could go either way on them. And eventually wasn't even using them that much, only when I absolutely needed health. Was a neat enough gimmick, but like many aspects of Doom 4 it wasn't quite balanced.
Eternal, I found them to be an integral part of the combat, especially so on Nightmare. And not just as a way of regaining health.
@Fairmonkey said:
U can equip a tune that makes the glory hole kills faster so it's not as annoying
Yup, that's one option and not a bad one. An added benefit there is that enemies do continue to gain on you when you're in a kill state, so it helps avoid a mob up.
Only (slight) disadvantage there is that your various cool down tools do continue to recharge while executing a glory kill. And like those guys said above, sometimes that extra couple of secs to reorient and get your shit together are much needed.
I geared my rune setup strictly for mobility. So aside from air mobility, I had the one rune that speed boosts after glory kill and the other one that increases glory kill distance. It's a solid setup for covering insane distance, essentially using a downed enemy as a teleport with iframes that I can boost away from after the fact.
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If it's executed as well Eternal or better, I say keep it. Mechanically it serves interesting purposes, especially so when augmented with runes. As a means of managing health I prefer it to being overly dependent on predefined health pickups, automated regen health, or even worse, encounters being neutered to accommodate its absence.
The whole "take what you want" approach to health/armor/ammo/blood punch, tying stock management directly to combat mechanics, really enables them to go all out with their encounter designs. Could they just make those things (exclusively) enemy-drops instead? Sure. I wouldn't find that nearly as engaging though.
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