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"this too easy"
"this too hard"
"this puts me out of my comfort zone"
https://www.youtube.com/watch?v=r86BBYAky0Y
I never said it was "too easy". Personally, I believe every game should be designed around its highest difficulty. Only at the highest difficulty does the player play the game "correctly". Platinum Games is a perfect example of this philospophy, as the higher difficulties can only be unlocked after beating the game at the lower one. In the case of Dark Ages, I feel as though these mechanics weren't designed with the difficulty scaling in mind and as such break or simply don't function at higher difficulties, which is a shame.
In the previous doom games, even on the highest difficulties the game was moderately "fair", as you could still deal with most encounters. Even the Archvile, which did have hitscan in the form of it setting you on fire if it had line of sight, could be dealt with since the levels were designed to have corners and cover to protect you and the fire would have a second of build up before working.
I prefer "hard but fair" over "screw you, undodgable instant kill hit-scan "
Never noticed this. :P
Thank you.
> I play the game with the options deliberately tweaked to a completely artificial Omega Nightmare difficulty, and I am frustrated that I cannot brute force it.
There are some legitimate gripes with this game. The hitscan shield guards are just a mistake, for example, the Life Sigil implementation is terribad and they should have just been removed after everyone hated them in Eternal, and fodder enemies do way too much damage if you're going to be so slow moving when moving laterally as you note. But what you're describing is exactly what I'd expect if you deliberately engage with the completely optional difficulty menu to the extent you have.
If anything, what you're describing is that giving the player the option to distort the intended experience beyond recognition is a mistake because people will succumb to silly temptations and ruin the experience for themselves, and from that standpoint, I agree.
If I turn up projectile speed, I have to suffer through using sprint, but if I don't, I don't use sprint at all.
If I turn up the damage, I have to rely on the fragile shield for protection, but if I don't, there's no reason to block attacks.
If its useless when its too easy and useless when its too hard, when is it useful?
Hmmm... I haven't experienced precisely what you're describing, but I still think it sounds like that (at least part of) your problem is that you need to do a bunch of optimization on difficulty, as you have yet to find the sweet spot. But searching for that sweet spot sounds like a tremendous chore. Or IDK maybe you're exactly right and I'm too noob to have encountered the particular problem you're describing, since I couldn't be bothered to mess around with those settings and just elected for Ultra Violence.
In either case, I thought the myriad toggleable and individually targetable difficulty settings sounded like a terrible idea when I first heard of them, especially since they effectively absolve the developers of balancing their experience properly, and even if I'm wrong in your particular case, I feel that way more strongly than ever.
Against chaingun attacks, making those parry-able would have worked better. Being able to reflect the gunfire back at the chaingunner's shield, then blow them up during the brief pause between bursts would feel more naturally as "parry then attack" is already how the Imp Stalker and Hellknight are designed.
On that note, there is one distinct opportunity not taken advantage of: The parry should redirect projectiles to where you're aiming.
This is already tested and awesome by TF2's vortex shield, tf2's airblast and Ultrakill's punch. Being able to redirect projectiles at the desired enemy would make parrying even more useful and skill based and could even open up room for something like Eternal's weakpoints by having enemies who's attacks need to be redirected towards a weakpoint. Redirecting a Chaingunner's machine gun fire at his shield, a Pinky Rider's arrow at the Pinky's legs (temporarily pinning them), redirecting environmental projectiles at destructable environments (such as parrying a helltank projectile at a wall to open it) for puzzle purposes...
They already had it take the place of the ADS. They could have made us actually aim the parry.