ITT we discuss what we would like changed to make the game better for us personally. For me it would be >each ammo upgrade adds twice the ammo it currently does >no 1UPs, mega healths instead >powerups last 50% longer >normal movement speed increased >less platforming or more challenging platforming >whiplash's ground attack is a straight line instead of tracking your movement >Arch Vile can be consistently locked on with the 3-rocket burst >slayer gates can be replayed from the menu/Slayer's ship >new enemies spawning during battle marked by a more noticeable sound effect
Overall still a great game but these changes would make it a 10/10 for me. What would you change, anons?
Oh yeah, forgot one thing >Doom hunter's sled is also protected by the shield
Gavin Butler
i just want the pistol back in without having to use CE
Bentley Johnson
i mentioned it on a thread a week ago but the crucible should have had way more of a role, you only get it towards the latter half and it basically just fills the role the chainsaw did in 2016
Thomas Harris
Normal melee should do damage.
Aiden Russell
The lore. Make it more obvious that his motivation for killing demons is because of Daisy, get rid of the Rip and Tear shit.
Chase Gonzalez
You get the crucible right around the time Arch Viles and Tyrants show up in the game, I think having it earlier would make a lot of the fights trivial. It's a great way to dispatch of those 2 enemies in particular if you're in a pinch. Agreed. Forgot to post this in the OP.
Kevin Powell
Rip and tear us never going away.
Josiah Ramirez
You have the worst taste. Lore is gay and Daisy was originally a fucking gaff by the original id team.
Aaron Nelson
Fix the skins in online lobbies so they actually show your custom skin and not the default one (e.g. if you have the demon slayer or the purple unicorn you will look like a normal slayer with flame sprites or a regular doomicorn)
Add more/custom loadouts for demon side in Battlemode
Make Microwave Beam be able to target two enemies at once
Add Unmakyr to Battlemode
Add more Master Levels and Hidden Encounters
Make the secret areas have different loot like ammo even after you collect the secrets
Add Doom Hunter as a summon in Battlemode or let you have a power that lets you play as them for a limited time like the Tank in L4D
Angel Lopez
it would make things way easy, true, at least in its current form iunno i was hoping for a melee weapon rather than just a "press v to kill" thing, but i still love that goddamn design
Henry Young
Also add more Milestones/Rewards for campaign
I like the Events and Rewards for online so far.
Angel Walker
I like what lore there is, but I feel like I am missing an entire game's worth of story and I really don't like that. Other than that, I'd like to see the marauder changed into a demon doomguy. As in he has the entire doomguy kit. No more green means go nonsense. Just a demon with a bunch of guns. For the most part, I don't agree with any of the OPs changes. The only real exception is the Slayer gates.
Hunter Carter
>Add more Master Levels and Hidden Encounters
When they talked about this before the game released, I thought every level would have a master level to go along with it after you complete the game. You can imagine my disappointment when I realized most of the levels don't have one and it's a "coming soon" type deal.
Samuel Mitchell
Yeah it seems like it wouldn’t be that hard to add more. I wish they would be unlockable by doing the campaign one way or something.
Hopefully once it’s in a “finished product” state after everything gets released it’ll feel fuller. It’ll all depend on the support it’ll get from now on. If they disappoint people there will be a lot of lost revenue from now on. They’re on pretty thin ice.
Cooper Wilson
if anyone wants to get the Indigo and Brown Doom Marine skin but doesn't want to buy DOOM 1 and 2 again, here's a good tip. You need a phone or use BlueStacks emulator >Download and install an IPA (iPhone) or APK (Android) file of DOOM 1 and 2 >Log into your Bethesda.Net account >Claim your Slayers Club Reward >Open Doom Eternal >Go to Settings, Bethesda.Net and click "Reconcile Entitlements", this will take a minute >profit
Dashing into enemies fills the purpose the old doom 2016 melee did.
Brandon Jones
So why the fuck does whiplashs shockwave track? I cant jump it because it has height. And half the time it hits me even when I am dashing. And if it hits me I am bounced into a corner while taking 100 dmg per hit and yea I just die
Camden Taylor
Make it an actual DOOM game instead of this wierd mess that calls itself DOOM.
Ian Ross
let me shoot my gun more than 3 times before it runs out of ammo
Carson Butler
>make it so maurader can't block hitscan with his shield down >revert the chainsaw and ammo to the way it was in 2016, add ammo caches around the map >reduce whiplash health >remove 1 ups >remove 90% of the platforming, it was cool in arc complex and final sin >buff the unmyker >make the ice bomb a stun grenade >make levels shorter >add better secrets with the levers from doom 2016 >change the microwave beam to something else >add new game+ which would basically be master levels campaign holy shit this game would be perfect
also this
Samuel King
As much as this'll piss someone off I'm sure, nothing gameplay wise. The UI/Interface I'd fucking rework though.
>directional incoming damage indicators >centralized visual or audio cues indicating cooldowns refreshed >combined ammo counts visible at all times
For a game that wants you to multi-task the fuck out of combat, it's fucking pretty awful at parsing information out to you about every tool you have, especially at the speed it wants you to do it.
Ryder Young
I don't see why the changed the hud. It was perfect in 2016 and now it's god awful.
Cooper Brown
color vomit
Bentley Cox
How is it awful? I think it's fine. It indicates everything clearly and if you aren't stupid enough to actually use the ridiculous default color scheme and switch to UAC immediately, it even shows things in appropriate colors.
Jaxon Cox
>Marauder shield removed. Now has two phases and twice as much health and 2× his regular ground speed. Phase one has him pretty much do what he does before, just without the shield. Phase two has him throw his axe at you (axe breaks when it hits something), at this point he gets another speed boost, can summon two wolves, and will beat your ass with his shotgun or fists.
Michael Allen
Yes. You can even unlock ones that cost >1 point.
Levi Wilson
Realistically, from a level design and combat mechanics, this game is the closest to a 10, I've played in over a decade. I was never bored, always on the edge of my seat (played on Nightmare, and planning my Ultra-Nightmare run). After the first level I didn't read any lore or watch any cut scenes because they're terrible.
Carson Thompson
i agree the one ups kill the challenge but are super helpfull at the start of the game.
They proababy should have reserved one up for the 1st 4 levels up to the doom hunters, then ditched them completely cause you should be well of enough after.
Now that my doom guy is powered up i hate using the 1 ups as a crutch but needed the fuck out of them fighting the doom hunter on nightmare.
Games perfect as it is, but just need to make sure they keep it doom and not to try and appease to the masses for future titles.
Doom eternal is defiently in my top 5 list of shooters along with Vanquish,Killzone 2.
Dom guy is slow as fuck but you can avoid attacks if you are paying attention to them, btu the problem is the moment you look away from something you instantly get hit.
increase amount of enemies on-screen by 1.5x add a turbo mode
Gavin Bennett
You can always use your chainsaw. However if its not fully charged you jab your opponent instead of cut it. The ammo given is also reduced. Nothing is more frustrating as a chainsaw that does not work.
Also change the default bindings for the controller. The games get considerably easier when you bind dash & jump to the bumper triggers. A lot of people will find the platforming a lot easier.
Thomas Edwards
Glory kills give ammo There's zero fucking point to the chainsaw if you're forced to use it every 20 seconds. It just makes you watch the same animation on the same imp 100 times per level. The chainsaw is supposed to let you take out a tough enemy in one hit whenever you save up the fuel, but I think I got to use it on a level 3 enemy maybe twice during my whole playthrough
Cameron Taylor
why so he can be even more of a pain in the ass?
Thats dumb and destroying his sled is his weakness.
you arent lying about those whiplash ground waves being bullshit op.
Only way to avoid that shit is to let it hit a wall or hide behind something.
I have tried double jumping and dashing and it always hits you.
And i agree about the demon transportation sound need to be the sound they would make in doom 3 so its loud and you know shits about to go down
Cameron Roberts
Im playing on the second to last hardest difficumty and my normal melee feels absoluty pathetic. On one hand its good to have a challenge, but there are parts in the second level that took me like 10 tries to clear.
Noah King
>each ammo upgrade adds twice the ammo it currently does This is why your not a game developer
Matthew Garcia
>Take out Buff Totems >Make Marauder a one time boss >Use Doom Hunters more That's it, if they change the ammo count to be higher it will have been a regression
Landon Perry
I would hardly call it 'clearly'. CDs are hilariously small and far too offput. Ammo count is fine, but shared ammo needs warrant better info parsing. I still find it fucking hilariously baffling that there isn't incoming damage indicators for a game like this. That shit was figured out a decade ago and there's no excuse that's not a thing.
Nolan Brown
>Make all "green to go" graphics features into an option that can be turned off >Have a neutral option for resource drop graphics, no bright glowing icons, actual objects >Make extra lives a toggleable feature >Remove all the retarded invisible walls and actually make the level structure visually resemble the bounds it sets for the player >Remove platforming failure health penalty and make it an instant reset from a checkpoint instead i.e a death. If that makes Ultra Nightmare unbeatable due to the unreliability of your platforming, fix or remove your platforming >Finish developing the second-to-last boss fight. It's missing phase 2 entirely and is dull as fuck >Make the Marauder ignore friendly fire. In its current state it is capable of attacking and shielding at the same time if it happens to be under fire from other demons while attacking the player, i.e it's cheating because of a glitch. It's literally using exploits. >Remove all ammo- health- and armor upgrades. Have maximum unlocked from the start and change max ammo counts to what they were in Doom 1. Difficulty should be an upward curve, not a straight line. >Make all the feature introduction and hint cutscenes skippable and have an option to disable them entirely. A player who has finished the game 15 times does not need to be reminded which door opened when a button was pressed.
Kayden Price
>shotgun maxes out at 24 shells >rocket launcher maxes out at 13 shells
That's dumb. I'm not against the whole chainsaw to get ammo mechanic but it's needed too often. If the ammo upgrades gave more ammo per upgrade this wouldn't be needed. If the shotgun shells maxed out at around 30 and the rocket launcher at something like 16-18 it would be better. The other ammo types were fine, but these two in particular needed more ammo per upgrade.
Adrian Collins
minor changes >chainsaw back to equitable weapon, like Doom 2016 >leilel style death for cacodemon/pain elemental >a few more boss fights >remove flame thrower
big change. >Unmakyr replaced by BFG addon for each weapon >slayer gates correspond to each BFG addon >shotgun 1 shot that shoots 5 stickies at once >super gets 1 penetration shot with full damage, unlimited range, spreads the same >rocket launcher shoots 6 rockets 360 degrees, >microwave beam that targets all demons within 10 yards >minigun gives sphere shield, damages demons on contact >balista BFG addon is now the charge cleave thing >cannon ???
i dont really care for balance and i thought of something that sounds fun. each shot would use 1 BFG ammo, max 2 like in current.
I've only played the first few levels or so, but I have absolutely no idea whats going on with the Sentinels and their connection to DS. I kinda zoomed through Doom 2016 focusing on the gameplay and didn't bother reading codex logs.
The game revolves around weapon switching. There's hardly a reason you should even be hitting the end of a clip that often. If they increase the ammo count for the shotgun, casuals would rely on it far more than they already do, which is the entire point of limiting it.
Ryder Ross
I wish the powerups were actually well utilized. It felt so rare and useless to get them, over so quick, barely in the game... An afterthought.
Ethan Nguyen
>shitty seething opinion >shitty anglo memes yup it's a butthurt anglican
Every single thing you said is absolutely retarded. It's fun for literally 2 minutes being able to wreck face without thinking
Jeremiah Ramirez
>remove all the fantasy world bullshit >in a game about literal Hell
Whaaaaaaaa?
Zachary Phillips
Just my two cents: Most of my deaths came from standing still too long, focusing too hard on demons, or running into a dead end. A damage indicator would be nice, but as long as you are on the move, the damage you need to worry about the most is damage coming from the front or sides.
Samuel Evans
While I agree, almost all my deaths came from me dashing straight into something shooting me from my blindspots. Due to how the spawning/waves work in the combat arenas, you were often engaging something when something else spawns out of your view. You can't be expected to know then where that enemy is shooting you from if you didn't see it to start with. Having a simple directional damage indicator means I wouldn't then dash away from what was shooting me out of view only to dash straight next to the fucking thing that spawned in and was already shooting me.
Isaac Myers
>Shotgun(s) start with 20 ammo, upgrades give 4 for a total of 40. Small nerf to SSG damage. >Basic shotgun full-auto mode upgrades give 8% more damage (24% total) when full auto is used. >Heavy rifle has 90 ammo at start instead of 60. Micro missiles have tad bit more aoe. >Microwave beam drains ammo slower, and you can move although slower then normal. >Ballista uses 30 ammo per shot instead of 25, Destroyer blade charging (without upgrades) doesnt stop movement. >able to store more more BFG shot. BFG takes a slight nerf. >Fix monster AI getting stuck, especially prowlers/gargoyles/archviles. Archviles should actually walk around AND teleport, flame attack should work like Doom 2 and really fuck you up if you dont break sight. >fist attack does a smidge of damage. >Crucible should just straight up replace the chainsaw, but it can now be used on heavies if you have the charges. >1ups or mega armors, toggle-able in options.
Also, the platforming is easy as all fuck, and 90% of the segments are quick as fuck to complete. Anyone bitching needs to git gud.
Nolan Bailey
As long as the BFG ammo pickups are cut down, I think it would work. Point is, you would choose your I WIN button.
Lincoln Johnson
More ammo >Hurr durr press c for infinite ammo I dont want to go into an invulnerable animation to get ammo because the game forces me to Melee actually doing something Thats honestly it the game is pretty solid as it is.
Gavin Miller
>Anyone bitching needs to git gud.
My complaint is that it's so mindnumbingly easy that it's boring. Most of them are quick when you look at them in isolation but there are many of them and they add up. It's bearable on a first playthrough but becomes a chore on repeat playthroughs because you're just doing the same exact sequence of moves every time. If they had found a way to make it more dynamic, with more moving parts, I would have probably liked it more.
Austin Wood
>Ballista uses 30 ammo per shot instead of 25, Destroyer blade charging (without upgrades) doesnt stop movement. >able to store more more BFG shot. BFG takes a slight nerf. I disagree with these, everything else is very reasonable and the only good suggestions in the thread, though I still don't know if shotgun should have that much ammo even at max. 30-34 would be best
Jaxon Lopez
>Melee actually doing something Hey, just because he can literally punch hell knights' heads off doesn't mean his fists can deal any damage at all to a half-rotten skinny zombie
Anthony Martin
Hell was fantastic I mean garbage like EXULTIA! SENTINEL PRIME! TARAS NABAD! What the fuck does this shit have to do with Doom, it came right out of Hexen if anything, even looks like it. I would replace all of those with more Hell / Hellified Earth / sci-fi UAC bases and such.
Ethan Nguyen
-give normal punch damage -make cacodemons not so tanky where only sticky grenades and ballista alt can kill them -more interesting runes -slow down marauders in normal encounters just a tiny bit... they're on your ass constantly until you deal with them as the last one left -make platforming harder/more interesting... maybe a Kaizo level for DLC?
I vastly prefer it over the 2016 filler between arenas, atleast with Eternal I'm still doing something with a modicum of thought, instead of running through empty hallways looking for a key so I can backtrack through an empty area to get through a door. Though I do agree that they need to make them more involved. I think they saw it as being what it is and tried to make it painless, but I think they need to go all in next game.
Isaac Edwards
But the whole point of platforming is to teach you how to move in the arenas. That's where the platforming really comes in handy, because the arenas are built with verticality in mind. And the arenas are where the platforming really shines. Great examples are in Final Sin in some of those building sections or in that main yard at ARC Complex.
FUCK I miss the old flavor animations from 2016, especially when you pick up new guns. Would literally make the game an 11/10 for me. Added quite a bit of personality
If you just follow the main path, yea its pretty boring. I did like that some extra platforming was required to get to the secrets though. Secrets were easy to find, but satisfying.
Nathan Campbell
It's really odd that they are green blobs. Like once you get them you never lose them, so it doesn't make sense that they changed it