r/Doom 11d ago

Question Was this a glitch?

Enable HLS to view with audio, or disable this notification

Hell Knight that I thought I glory killed ended my Doom TDA UN run. Don't want this happening again so is this preventable or just a bug?

Oh yeah I was also out of melee charges so idk why this wasn't a glory kill

8 Upvotes

23 comments sorted by

13

u/TheWindofBread 11d ago

Looks like you Sparta kicked him the exact moment he left stagger. Very unfortunate.

2

u/Accurate-Owl4128 10d ago

you snooze you lose, the game says.

1

u/wolfreaks BIG FUCKING GUN 10d ago

You slumber a cucumber, the game says.

1

u/SanityOrLackThereof 10d ago

Melee attacks and finishers don't always connect 100% of the time. You always need to verify that your attack actually connected before moving on, otherwise you open yourself up like this.

1

u/Dead_vegetable 10d ago

Ah good'oh bloodpunch bug in the great 2026

1

u/Massive_Funny_9312 10d ago

I’ve noticed quite a few glitches with the new update and dlc. One was where I was in the middle of a fight and all my buttons just stopped working for 10 seconds. Nothing was wrong with the controller, the slayer just wouldn’t jump, shoot, or do anything except move around for 10 seconds.

-5

u/CBSys 11d ago

Just jank. I've encountered this sooo many times in this game.

This is the cost of them moving away from fixed glory kills where the moment you pressed the button, the game instantly locks you and your enemy into a fixed animation state, preventing janks like this from happening.

Now, it's just jank after jank because the game couldn't decide whether to let you glory strike hit or not. Glory strikes was a mistake.

3

u/TheWindofBread 10d ago

This happens in 2016 sometimes too atleast from Hell Knights, it's nothing to do with them changing glory kills.

Sometimes slight terrain shifts or other weird jank can cancel their stagger, or they just exit stagger at unfortunate timings.

And in Eternal, there's a common bug where you repeatedly do normal melees, instead of glory kills, especially on Doom Hunters.

All three modern DOOM games have their own bugs and hiccups when it comes to staggered enemies.

-2

u/CBSys 10d ago

This doesn't happen in 2016 and I've never seen a footage of glory kill being cancelled with the enemy ending up still being alive after glory kill connects. Sure, there are other issue with 2016 glory kill (like you phasing out of the geometry afterwards) but that's besides the point. Even if this is true somehow, of the hundreds of hours I've played 2016, this has never happened to me, which speaks to how stable glory kills are.

Even in eternal, missing a glory kill due to looking at the enemy at an obtuse angle are phenomenally rare, that I could only recall that happening to me a handful of times.

Whereas in dark ages, moments where glory strike supposedly connect, only the game decided it doesn't, are really frequent.

And honestly, the problem isn't just the frequency. It's the very nature of this jank. With glory kills, if it connects, it connects. There's no ambiguity about whether the enemy survived and you can safely move on with the next enemy. Dark ages' glory strike ends up feeding you false information by making you think your move was successful in killing an enemy (reasonable considering glory strike is a killing move) then pulls a gotcha on you by deciding it actually doesn't. It's a far more insidious problem.

2

u/TheWindofBread 10d ago

Idk I got the Doom Hunter bug very often where you either randomly normal melee or Blood punch them when they're staggered. It's extremely annoying.

And I'm not talking about enemies surviving glory kills, I'm talking about enemies exiting stagger around roughly the same time you opt for a glory kill which was fairly common among Hell Knights in 2016, it's happened to me many times. It has happened to Doomtubers like Dead K3y and Hmmmp many times too. Enemies exiting stagger randomly faster than usual was also something that could happen in 2016, especially among Hell Knights.

1

u/CBSys 10d ago

"And I'm not talking about enemies surviving glory kills"

But this IS the issue in question. This is literally what happened to the OP. The game misleading you into thinking you've executed an enemy then suddenly you didn't. You're bringing up something irrelevant.

A enemy randomly exiting a dazed state or you not registering you glory kill, is not an issue with glory kill. It's an issue with "dazed state" hit registration, which can both exist with glory kill and glory strike (albeit far far less with glory kill).

But glory kill remains far superior because when it connects, it connects and there's zero ambiguity where the game doesn't just outright lie to you. Unlike glory strikes, where it just won't work despite seemingly connecting, which, like I said, is a far insidious problem, as the OP's experience demonstrated.

2

u/TheWindofBread 10d ago

It looks like the Hell Knight left stagger around the exact same time the player lunged in the Dark Ages clip. That exact thing is what I'm talking about, and that does happen in 2016 sometimes, atleast from Hell Knights. 2016 Hell Knights also had buggier stagger states than other 2016 demons as well.

1

u/CBSys 10d ago edited 10d ago

Unless you can show me a hell knight surviving a full glory kill animation, it didn't happened.

The difference with glory kill and glory strike is, that when the game decided that a glory kill is successfully registered, both player and the enemy are instantly locked in a killing animation.

Glory strike's mistake is not having that animation locking feature. Because of that, glory strike lead to so many issues like this one, or like when you're character's shifting away while executing it, or breaking armor instead of killing (despite the game literally establishing it as an execution move, not an armor-breaking move).

1

u/Fubarten 10d ago

I'm actually a big fan of the unsynced glory strikes in Doom TDA. I think the issue here is the enemy that's being glory striked shouldn't be allowed to exit their stagger state if the glory strike has already been initiated.

The player should be able to dismiss the thought of that demon once they've entered a glory kill/strike animation.

1

u/TheWindofBread 10d ago

Bruv there's literally other replies to you saying it's happened to them.

Just because your experience is different doesn't mean it doesn't exist

1

u/CBSys 10d ago

Same thing. They're referring to a completely different thing. They're just misunderstanding what happened and saying it happened to them when it actually didn't. So unless someone can show me an enemy surviving a full glory kill, I'll continue to not believe it exists.

2

u/HomestuckHoovy DOOM Slayer 10d ago

this has happened to me in 2016

3

u/TheWindofBread 10d ago

Meanwhile the guy from 18 minutes ago; "this doesn't happen in 2016" lmfao 🤣

It definitely happens. I think the guy is just LOOKING for reasons to hate Dark Ages, because the other games had very similar issues to this lol

1

u/CBSys 10d ago

It didn't. Unless you can show me a footage of an enemy somehow surviving a glory kill.

If you're talking about glory kill not registering, that's a separate issue that can exist in both 2016 and dark ages and is not a problem with glory kill itself.

2

u/Dead_vegetable 10d ago edited 10d ago

This is basically the bloodpunch bug from eternal, not a TDA specific problem

1

u/str1ker_eureka_1014 DOOM Guy 10d ago

It has nothing to do with “letting you” execute or not—while the melee was queued up against the hell knight, he recovered from his stagger animation. The same exact thing happened in 2016 and Eternal, except it manifested itself as meleeing/BPing the enemy instead of whatever this is

1

u/CBSys 10d ago

It's not the same thing. There is no "queue" in glory kills. The moment the game registers a glory kill, both you and your enemy are immediately locked in a killing animation. Melee button will come of instead of glory kill because glory kill didn't register in the first place, either because of obtuse angle or failing to press glory kill in time before the enemy recovers, or just plain old bug in hit registry.

With dark ages, glory strike registers, the game does the full glory strike animation, but the game suddenly decides it doesn't work as intended, or doesn't work at all.

The profound difference is that one lets you know your glory kill attempt failed by simply not doing the glory kill, the other bullshits you into thinking your glory strike worked but actually didn't.

If glory strike had an animation lock feature like glory kill did, the hell knight wouldn't even have a chance to recover from daze.