DOOM Eternal

DOOM Eternal

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What are your least favorite Demons?
...other than Marauders.

What demons don't you like, and why you don't like them?
Could it be their looks? Their overall mechanics? How they function differently from DOOM 2016 or previous titles? Let's hear it!
Last edited by Duncan Imperium; Apr 1, 2020 @ 5:37pm
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Showing 1-15 of 63 comments
ImHelping Apr 1, 2020 @ 5:39pm 
I think the general agreement that isn't a marauder slapfight is "The lasher is kind of a jerk?"

I've got a personal annoyance with how easily killed Cyber Mancubus (Turns out 'blood punch their armor!' is more like a trick to get you close to their splash zone) is their immunity to weakpoint gun destruction they made such a big deal about of taking advantage of.

The game and more sensitive elements of the fanbases spends so much time crying at anyone who didn't like the idea of the weakpoint system. Now here comes a guy where their primary gimmick is just a decoy for "PS: we turned off the weakpoint system" backpedaling

Easily killed, but every time they show up it's dealing with a big reminder "Use all the tools at your disposal!" is something I'm not doing anymore to kill them.
Last edited by ImHelping; Apr 1, 2020 @ 5:44pm
Quadsword Apr 1, 2020 @ 5:56pm 
They somehow made me hate arch-viles more than I already did. Don't kill an arch-vile fast enough and it will overwhelm you with adds, but the bastard loves to teleport away and pot shot you with flame attacks.

I always save a crucible charge in case one shows up. If arch-viles in Doom 2 were "Kill with extreme prejudice" level threats, then arch-viles in Doom Eternal are "Kill with the burning anger of a million suns" level threats.
Animeye Apr 1, 2020 @ 6:07pm 
Originally posted by Quadsword:
They somehow made me hate arch-viles more than I already did. Don't kill an arch-vile fast enough and it will overwhelm you with adds, but the bastard loves to teleport away and pot shot you with flame attacks.

I always save a crucible charge in case one shows up. If arch-viles in Doom 2 were "Kill with extreme prejudice" level threats, then arch-viles in Doom Eternal are "Kill with the burning anger of a million suns" level threats.

I would probably hate archviles more if I didn't immediately crucible them whenever they show up. Infinite demon spawning and buffs? Heck no, that thing gets the "die" button.

Lashes ground wave attack is infuriating because of how it pushes you around. I've had so many deaths by being juggled in the air by those when I tried to meat hook. Otherwise.... hell knights, weirdly enough. I can't put my finger on why, but I still find them more difficult to deal with than dread knights or fireborne barons.

Carcass gets an honorable mention because they aren't difficult, but just have the nasty habit of suddenly putting up a barrier so you rocket yourself in the face.
Duncan Imperium Apr 1, 2020 @ 6:15pm 
Here's my least favorites, they're mostly about appearance

Dread Knight
They seem pretty lazy in overall design, and even weaker than normal Hell Knights in some aspects. While they're meant to be the inbetween of Hell Knights and Barons, they come off as some Great Value brand of the original. They look less like demons and more like a boss in a mobile game, and their animations make them look weightless.

Cueball
Building off of the concept of Possessed Engineers in DOOM 2016, but now they just stand there like goobers. They do absolutely nothing when you're in the room, and won't even prematurely explode or attack when you get close enough. Their appearance lacks the creepy melted look from the Possessed Engineers, and they're just harder to take seriously. Even the way they fly when shot at feels off, sometimes missing their target outright even when lined up.

Earth Zombies
Unlike the Possessed and Unwilling from 2016, and even the other zombies in Eternal, the Zombies on earth with their big yellow eyes just look like goofballs if anything else. Their ruined clothes blend in too much with their rotting body, having the center of their bodies much brighter than their limbs just feels gross. Their teeth makes them look like dorks, and their heads are just larger than they need to be, even when compared to the human NPCs.

Prowler
Big, purple imps that need 3 gas cans to take down. The way they function is absolutely fine aside from the chainsaw cost, but their body structure and their animations just lead me to believe they're Super Imps. They looked this way back in 2016 for sure, but that doesn't mean it was a good visual design choice. They would have been better if they only needed 2 gas canisters to chainsaw, however.

Last demon is a spoiler for the campaign.

Gladiator
Honestly I dislike this boss the most, even the Hell Guards were more fun back in 2016. The first phase is too easy, almost no difficulty reading when he's going to attack, even before the green flashes.

Second phase can be stupid though, especially the jump-rope parts, I can never manage to get past those without getting hit at least once. Dodging the Gladiator's attack after the jump-rope is also too easy. When it comes to second phase attacks, they're the only real challenge, and the heavy demons don't do much for the entire duration.

The animations for the Gladiator's general movements and attacks makes them feel weightless like the Dread Knight, like they're made of feathers or something. The transition sequence from the first phase to the second is awkwardly long too, it shouldn't take that long to stab the shield in the eye and make it explode. Now when the Gladiator stands up and smashes his maces against the ground, it just looks silly, like they pulled some random dude from Quakecon to do some mocap animations just for this boss.

Even when you're in the process of finishing off the Gladiator, same issue occurs with the sequence taking way too long, you just want to yell at the Slayer to hurry up and smash this idiot's face already. The awkward pause with the guard token emerging and the screen shake from it floating into your face also caught me off-guard, and did not feel natural with when you kill the final priest.
thebiomage Apr 1, 2020 @ 6:52pm 
Cacodemon. He was one of the more dangerous enemies in 2016, here the grenade trick pretty much completely eliminates them as a threat. I wish you'd have to at least time the grenade to when they're about to attack, or shoot them first and then toss the grenade.

Baron of hell. Every time they showed up in 2016 I was in panic mode, a very memorable opponent, here they kind of don't seem like a huge deal. I don't remember seeing too many of them during the campaign. Do they even throw projectiles in Eternal? I also think their new visual design (with all the fire) isn't as badass as the regular version from 2016.
It's definitely Archvile for me, without the BFG or Crucible he becomes a pain, with his fat hp bar it's relatively hard to kill him, needing as much damage as a Baron. The main thing i hate about them is the ♥♥♥♥♥♥♥ "buff totem" buff, which he gives of right after he spawns a horde of demons.

Oh and that "Earthspike" type attacks that Whiplashes, Carcasses and Archviles have are so stupid. It's especially annoying in UN, as not only do they deal a lot of damage; they throw you around and are hard to see. And the fact the Archvile's attacks travel through air is beyond stupid.
McKnuckles Apr 1, 2020 @ 7:08pm 
Originally posted by thebiomage:
Cacodemon. He was one of the more dangerous enemies in 2016, here the grenade trick pretty much completely eliminates them as a threat. I wish you'd have to at least time the grenade to when they're about to attack, or shoot them first and then toss the grenade.

Baron of hell. Every time they showed up in 2016 I was in panic mode, a very memorable opponent, here they kind of don't seem like a huge deal. I don't remember seeing too many of them during the campaign. Do they even throw projectiles in Eternal? I also think their new visual design (with all the fire) isn't as badass as the regular version from 2016.
Ditto on the grenades eliminating them as a threat. Why didn't they make it so it could only be done when it was trying to bite you/lobbing plasma? Being able to lob a grenade at any time to knock them into glory kill mode seems to lower their difficulty quite a bit.
loganjamesalex Apr 1, 2020 @ 7:55pm 
I do not like cyber mancubus cause whenever I blood punch them they AoE attack for huge damage.
Vathek1 Apr 1, 2020 @ 10:08pm 
Prowlers, since they look way too similar to regular Imps, and their teleporting is also very annoying. For me, at least, it is too easy to mistake a Prowler for a regular Imp and try to chainsaw it with one fuel to my detriment.

There's really no reason why Prowlers should be included in "heavy" demons--they're easily the lightest of that "weight class" and are not appreciably more durable than most fodder demons. I would argue that Prowlers, Carcasses, and possibly even Revenants should be placed in a mid-tier class between fodder and heavies, requiring 2 chainsaw fuel.

Also, anyone else notice that Revenants have been sorely nerfed since their Doom II days? The Revenants in Doom 2016 and this game are no longer as threatening as they were when they first appeared in Doom II.
Quadsword Apr 1, 2020 @ 10:17pm 
Originally posted by loganjamesalex:
I do not like cyber mancubus cause whenever I blood punch them they AoE attack for huge damage.
I always ice bomb then before going in for the blood punch.
The_Pastmaster Apr 1, 2020 @ 10:20pm 
Originally posted by Quadsword:
They somehow made me hate arch-viles more than I already did. Don't kill an arch-vile fast enough and it will overwhelm you with adds, but the bastard loves to teleport away and pot shot you with flame attacks.

I always save a crucible charge in case one shows up. If arch-viles in Doom 2 were "Kill with extreme prejudice" level threats, then arch-viles in Doom Eternal are "Kill with the burning anger of a million suns" level threats.

All of this except I loved the bastards in Doom 2.
MangoMan Apr 1, 2020 @ 10:20pm 
definitely Cyber-Mancubus. aoe-dot acid attack, insane health, and annihilates you if you get too close. similar to Marauder where focusing on him or ignoring him are both hard to do well.
Last edited by MangoMan; Apr 1, 2020 @ 11:54pm
[RKB]Il Saggio Apr 1, 2020 @ 10:47pm 
Archvile. They summon a ridiculous amount of heavies, have large health pool, can teleport and their firewall gives them temporary invincibility as well. Also they function as Buff Totems. At least Marauders don't summon enemies besides a wolf and don't buff.
The_Pastmaster Apr 1, 2020 @ 10:48pm 
Originally posted by qhristoff:
the pixel perfect hit scanning of imps drives me mental. as do gargoyles and their damned melee, because somehow I never notice how close they are until their arms are already green and hitting me.

Imps don't have Hit Scanning... o_O They're really good at aiming and leading the target but then you should just stop or change direction.
Angry Harold Apr 1, 2020 @ 11:11pm 
Prowlers are incredibly annoying. The teleporting, crazy melee damage, and super accurate projectiles would be alright if they weren't so awkwardly durable. They always catch me off guard, as I assume a point-blank ssg blast will save me from their melee, but it's inconsistent. Like someone else said, the fact they need three chainsaw bars to execute is also obnoxious. There's always a group of these ♥♥♥♥♥♥♥ too, and they always seem to show up at the worst times.

Gargoyles are also very irritating. I swear their projectiles are hitscan, and I could be imagining this, but they seem to travel around corners too.

Just a personal problem, but I really dislike the Baron of Hell's redesign. I loved the bright red 2016 model, which made it feel really unique, but now it can be hard to distinguish them from Dread Knights, and when they take damage, they just look like a giant burning marshmallow stomping around the arena. I hope they don't stick with the new design in the next game.
Last edited by Angry Harold; Apr 1, 2020 @ 11:12pm
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Date Posted: Apr 1, 2020 @ 5:36pm
Posts: 65