DOOM

So is this DLC good or bad? I'm hearing very mixed opinions.
Overall I'd say good. I can appreciate that Id Software doubled down on everything that faggot game journos were bitching about (marauders, large numbers of demons, stressful inventory management, etc.) but its safe to say they did overreach in some places.

What comes to mind for me is the spirits. Not the game mechanic of the spirits, but the fact they force you to use a worthless mod (the microwave beam) to kill them. Its using a worthless mod just for the sake of using a worthless mod. They know its heavily disliked and they tried to implement it to give it a faux importance.

I also loath the new angel enemies that slow you down. If there is one thing that you should NEVER force your player base to do in a DOOM game, its freeze character movement. Too much of the game mechanics relies on moving constantly.

Otherwise I'd say its an improvement over the base game, albeit slight.
 
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So is this DLC good or bad? I'm hearing very mixed opinions.

I'd personally rate the gameplay a B+ and the story a C-. Level design tap dances the line between difficult and obnoxious, not always coming off on the right side; the second level in particular has a penchant for fucking with the player. The new runes are pretty cool, but not all that groundbreaking. the story feels predictably sparse and overall uninteresting.
 
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What comes to mind for me is the spirits. Not the game mechanic of the spirits, but the fact they force you to use a worthless mod (the microwave beam) to kill them. Its using a worthless mod just for the sake of using a worthless mod. They know its heavily disliked and they tried to implement it to give it a faux importance.
The worst part of it is that they start to spam the things after they are introduced, that is really one of the worst things in the DLC, there are Heavy Class demons in every spawn.
 
I turned Sentinel Armor on for that bullshit, I didn't even care. I was beyond fucking tired of dodging both the eyeball's orbs but still somehow getting slowed down then annihilated by those fucking Hell Knights and Pinky.
That part wouldn't be so tedious if they gave you a checkpoint before taking on the two cubes at once.

I otherwise enjoyed the DLC, but that fight dragged on for way too long.
 
Every post I read makes me more certain that just looking the cutscenes up on Youtube was the right idea.
 
Decino uploaded a video documenting the spirit's buff statistics. It's actually interesting seeing what specifically changes for each monster. Of note is that most monsters receive 80% less damage from the ballista, which would partially explain why they seemed like sponges. Looking at the numbers, the spirit seems to encourage using different weapons such as the rocket launcher and the plasma gun since they don't receive nearly as much damage reduction as the super shotgun, the chaingun, or the ballista. Take the Baron of Hell, it only receives 43% less damage from the rocket launcher versus the ballista which does 60% less damage.

 
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I feel like the spirits would be more interesting if you had two methods of eliminating them, specifically still keep it to the plasma rifle but make it so Heat Blast can kill it with two full charged shots. That way if you were more confident you could deal with the possessed demons you could without having to use the microwave mod, but you would have to deal with two demons, or if you wanted to make sure you don't have to deal with a possessed Doom Hunter or some other insane shit you can use the microwave mod at the cost of your mobility.
 
Really? Out of all the shit in this DLC, a braindead-easy jumping """puzzle""" is what this guy chooses to complain about? :story:

https://www.gameinformer.com/opinion/2020/10/21/please-stop-slowing-doom-down
Without clicking that link, I had to think for a good 2 minutes before remembering any jumping puzzles at all in the DLC.
And then the one he's complaining about isn't even the one I remembered, and instead is the one that takes literally 10 seconds.
Thank you, journalism.
 
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Of note is that most monsters receive 80% less damage from the ballista, which would partially explain why they seemed like sponges.
I mean using the ballista on a possessed mob is a hell of a way to make your life miserable anyways.

"Oopsies I don't have enough juice to microwave the ghost now"
 
I mean using the ballista on a possessed mob is a hell of a way to make your life miserable anyways.

"Oopsies I don't have enough juice to microwave the ghost now"
True. The super shotgun and chaingun receive similar reductions (usually 70-75%), which says to me that they really wanted to prevent heavy weapon spam in general, but the ballista's a more practical reduction in comparison.
 
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So I decided to give Doom Eternal a second shot, considering I refunded it during the Denuvo Anti-Cheat fiasco and just wasn't enjoying the game. I beat it using the original save-file and got most of the upgrades, and I have to say replaying the initial levels with all equipment, weapons, and most of the upgrades at a higher difficulty, it's more fun than the first time you boot up. I am starting a ultra-violence run right now and I am gritting my teeth.
 
So I decided to give Doom Eternal a second shot, considering I refunded it during the Denuvo Anti-Cheat fiasco and just wasn't enjoying the game. I beat it using the original save-file and got most of the upgrades, and I have to say replaying the initial levels with all equipment, weapons, and most of the upgrades at a higher difficulty, it's more fun than the first time you boot up. I am starting a ultra-violence run right now and I am gritting my teeth.
The game over all gets way more fun once you've mastered how to effectively use which weapons against which enemies and swap them effectively to reduce reload times. Especially in UV.
 
I am starting a ultra-violence run right now and I am gritting my teeth.
Are you abusing the meat hook? If not, you should be. I had trouble with the gladiator boss fight on my first run but after replaying it and experimenting with meat hook jumps, that section got a lot easier. It would sometimes get to a point where the gladiator wouldn't even go into that state where he traps you with sine waves. Starting levels tho. Got nothing for those.
 
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Are you abusing the meat hook? If not, you should be. I had trouble with the gladiator boss fight on my first run but after replaying it and experimenting with meat hook jumps, that section got a lot easier. It would sometimes get to a point where the gladiator wouldn't even go into that state where he traps you with sine waves. Starting levels tho. Got nothing for those.
How do you use the meathook for that fight? Hook the fodder and hope the momentum from the unhooking carries you faster than shieldboi can turn? I usually end up using remote detonation and the ballista.
 
How do you use the meathook for that fight? Hook the fodder and hope the momentum from the unhooking carries you faster than shieldboi can turn? I usually end up using remote detonation and the ballista.
Literally just keep hook jumping and throw everything at him.

The only rule you need to obey is when he spins his weapon in phase 2. Keep hook jumping till he attacks when he does attack bring out lock on burst and get in as much as you can. DO YOUR BEST TO STAY IN THE AIR. You can even intentionally cancel his green eye attack by either chainsawing fodder when near him or if you have the armor and HP, just face tank it. Then hook jump so he has a hard time landing hits on you. When you're in the air get in those lock on bursts. If still possible, insert a ballista shot, but prioritize the rockets.

Resupply after doing this twice? I dunno. Maybe thrice?

If he's right in front of you on the ground, deliver a blood punch if available. Get a shot or two in> Reestablish distance> Hook jump. You're now reset.

If done right, which I can't always do, you'll beat him without him trapping you in the sinewave hallway. But if he does catch you, just throw all the rockets and grenades you have at him. When you run out move on to the ballista+pb. If you resupplied at the right time, he should go down in one or two hook jump cycles after he releases the walls.
 
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