Suggesting the Marauder to be patched out of the game is going a little too far, yeah.
I really don't think the hate is as universal as you guys think, it's just that one person comes and say FUCK MARAUDERS, THEY SUCK, COMPLETELY RUIN THE PACE OF THE BATTLE, THEY'RE TOO HARD AND TAKE TOO LONG TO KILL. And others start to quote in agreement, what do you want me to do, quote you guys and say "No, you just suck"? I'll just shut up and let you guys vent.
But yeah, since the discussion has come as far as asking for them to be removed: No, they're fun as hell and take a few seconds once you actually learn how to deal with them. Which is the sign of a good enemy design: Hard as fuck at first, but trivialized once you conquer the challenge.
Biggest difference between the Marauder and the other hard demons is that the game doesn't stop to tell you the optimal way to deal with them with your current moveset. It's up to you to figure it out. You know, the very thing people kept complaining about the game early on, that it was too restrictive and hand holdy in its enemy design.
It's the one enemy where weapon cycling is more than an optional tool to melt their HP, it's instead your best choice to just stay alive. Once you learn to quickly switch between weapons to cancel their recovery just so you can deal with the Marauder, you'll instantly start to flat out ignore many enemy weaknesses because you can destroy them much more quickly by switching between 2 or 3 single shot weapons.
It's fine if you completely disagree and think I'm out of my mind, but backing up that the enemy should be deleted because they're universally hated? I don't think that holds up.
Lol, they better not patch out marauders. A few tweaks to it, sure. It's ai does seem wonky. But devs really don't need to be bending over backwards to every annoyance. It's ok for an enemy to change the flow of a battle. It's ok to be stuck in goo sometimes. It's ok to be challenged in different ways than those you expect.
Agreed.
All harder enemies change the pace of the battle by forcing you to make a choice, it's just that the choice is usually "kill them as soon as possible", but the Marauder asks you to make room for him, so you can focus on the 1 on 1. You can't just delete them so they stop shooting you. You need to plan the encounter to clear as much as possible to focus on him, not to be there to kill him as soon as he spawns.
Except for Slayer Gate 5, which I found the best strategy to be rushing to his spawn point, Shotgun -> BFG, which just deletes him, and then the whole gate is easy enough after that.
I'm making this post not to like...aggressively counter-post some of the criticism I've seen, but mostly because I know the devs read these threads and I want to make sure they hear my piece too.
Doom Eternal is one of the most exciting, brilliantly designed shooter/action games I've ever played. Shooters have gotten so stale and boring over the last 15 years that I stopped enjoying one of my favorite genres. 2016 brought me back in, and Eternal has improved upon every single thing 2016 attempted. It's disappointing to me to see such divisive opinions on the game, mostly when I see posts that scream out to me "it's just not clicking for this person, and I wish they were having a better experience."
This game is more fun and makes me feel like a bigger bad ass than any other similar game (especially FPS games) has in a long time. One of the key reasons is because it demands performance from you. There was not once, in my Ultra-Violence run, a single encounter that I thought was unfair. I always had the tools I needed, and it was constantly reinforced to me that mastery of those tools was necessary to make progress.
You see this issue a lot, especially in older fighting games, the path of least resistance. The player learns one or two things,, and it doesn't matter how expansive the games toolkit is if they aren't being required to use it they won't. Then when the game introduces a serious challenge that expects them to have mastered the full wealth of what the game offers, they can't overcome it. The thing they've counted on / want to do isn't working no matter how they bang their head against the wall. They're frustrated, they don't want to learn what the game wants them to know, they interpret it as poor design.
Eternal is not that game. Every single part of this game reinforces its loop. Every encounter makes really smart use of its sandbox. Every single hour I spent with this game has been an absolute blast. We almost never see games like this, we almost never see challenging games that are this well balanced and this well designed, and it really disappoints me to see divisive responses that could (wrongly in my opinion) push the devs to reconsider the choices they've made. When I'm neck deep in a horde of the worst demons the game can throw at me and the divisive marauder comes screaming towards me like a bullet I have a shit-eating grin on my face. Suddenly there's an Archvile, and the only thing I'm thinking is "that bastard is mine". The game makes me feel like an absolute force of nature without handing it to me, while reminding me that my opposition is no joke and their out for blood if I don't keep it up.
I fucking love Doom Eternal. I love it as a DOOM game, I love it as a sequel to 2016. It's one of my favorite FPS/action games of all time, I can't stop playing it, and the devs knocked it out of the park. It's a benchmark for me in comparing FPS/action games in the future, and it's inspirational to me as a game designer.
The game is awesome guys.
EDIT: Ok, I will say one thing though. Swimming wasn't fun. It impacted my experience so little though that I actually forgot it was even there.
Amen!
Swimming? Now that's universal hatred, that shit sucks!
Best FPS I've ever played, without a doubt. In the words of the game's director: "The power fantasy that is earned is a lot more satisfying than the one that is handed to you". This statement defines Doom Eternal perfectly. Early on there were some criticism in the vein of "this game doesn't let me feel like a badass like 2016 does", or "it doesn't feel like the demons are locked in with you, but you with them", but that's not true, it absolutely still can feel the same way, the difference is that you have to act like it. You need to perform the part, the game won't just pretend anything you do is awesome.
And you know what's even crazier? They managed to hit this uncompromising, demanding vision of a gameplay loop while also having several different difficulty levels. That's not easy, at all. Usually by choosing Normal or Easy you're choosing to disable the game's resistance to you, and you can just do whatever you want. Here you're actually choosing which setting feels like the right amount of challenge to you, but apparently not even the easiest one is completely braindead.
All of the DMC and character action comparisons feel spot on, and it even goes beyond some of my favorite games in this genre in that you don't need to go out of your way to be stylish, just playing to survive will make your gameplay look fantastic, because the game's just that demanding. If we look at the genre's original name, as coined by the creator: "Stylish Hard Action", it's difficult to deny that Eternal fits right in.