This is a broken record argument, the point is then that GKs don't hamper gameplay much nor do they benefit much(besides looking fucking awesome and helping out with health and ammo sometimes).
A game mechanic which is neither useful or useless, yet remained the focal point of the advertising to this game. You don't think there's some room of improvement for Glory Kills?
This isometric twin-stick shooter game called RUINER ripped off Glory Kills verbatim and just called it Ruiner Kills, but it actually worked much better there, because a) considering it's a isometric game I can see what's going around me as I perform a Ruiner Kill and decide based on that information what to do next after the Ruiner Kill ends without feeling helplessly blindsided, b) Ruiner Kills consistently restore one unit of health and energy which is significant enough in this game to make using it always worthwhile instead of restoring only +5HP, and c) doing Ruiner Kills gives you a big speed boost which
stacks with other Ruiner Kills, so there's reason for doing it even when at full health. nuDoom then locks the potentially more interesting aspects of Glory Kills behind upgrades for whatever reason.
So the solution is, like tav said, to just not use them! Turn off the indicators and all that jazz and just waste your ammo finishing them off instead of using an ammo-less execution move that can also top off your health and ammo.
The Chainsaw ensures you never run out of ammo to begin with, even though Chainsaw kills are technically Glory Kills on their own, so you're not free of the curse. The amount of ammo placed is sparse enough that you'll often be forced to use the Chainsaw.
Then there's several daily challenges which require you to perform a certain amount of certain Glory Kills for upgrade points. While the upgrade system is shit I do not see any reason to curb myself and lose out on useful upgrades by not doing the challenges.
Sometimes I want to finish off an enemy with a quick melee attack, but I can't. The melee attack input is the same as the Glory Kill prompt, so it's not possible to finish off with a staggered enemy with a quick melee attack, I can only perform this fucking Glory Kill thing instead or waste my ammo on an enemy who's already good as dead. While ammo is not an issue, I don't want to use the Chainsaw (and by extent a Glory Kill) more than necessary. Should I disable the Glory Kill indicator, I might end up performing a Glory Kill instead of a regular melee attack as intended.
The first levels are just misleading in this regard, as ammo in the first levels definitely is a problem because you do not have the Chainsaw yet and your max ammo caps are ridiculously low, so you're constantly forced to use Glory Kills at this point if you do not want to waste what little ammo you have or use the rinkydink Pistol. The impression you get from the starting level is that you definitely
should be using Glory Kills all the time, only for this to turn out to be a practical joke on your part once you get the Chainsaw and some ammo upgrades.
In order to accomodate Glory Kills, enemies had to be made tankier so they can't always get killed in one shot and can enter a stagger state in the first place, and with tankier enemies the amount of enemies on-screen had to be reduced to keep things fair. As a result of Glory Kills, item placement in levels has become much less important because you can get health and ammo regularly by killing enemies, so levels have much less thought put into them in terms of item placement, as the element of resource management becomes trivial when the game essentially takes care of my resources for me by giving me extra health when I need it and giving me a weapon which can refill half my ammo and instakill an enemy as well. And then be incredibly lenient for ammo with the latter.
Also thanks for proving my point, you admitted that GKs can be unsafe to do... hence my entire fucking point, holy shit.
Your point was that Glory Kills had to be applied smartly, not that they were just unsafe. The unsafety incidentally resulted from a shit implementation which does not suit a first-person shooter to begin with. They are unsafe, but also not really worth using on their own merits to begin with. The game pretends it does, however.
It's just a shit mechanic. It's a noobtrap which you're better off not using, but the game is essentially designed around the existence of Glory Kills, so you're "heavily encouraged" to use it in some form or another and just its existence has deeper consequences on the design.
Just let me dash into enemies for Glory Kills instead, that's the most essential improvement Glory Kills could have.
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