I know this is a sarcastic attempt at making a point with a slippery-slope argument, but still:
- On the subject of massive damage - mancubi can kill you in a single turn from 100% health, so obviously nerf them too.
But they're also massively innacurate, so unless you're in a highly confined space or up against a wall they're not going to instakill you. Death is entirely dependent on your own grasp of tactics.
- While were at it, armour melting was mentioned in this topic - we should nerf barons because its their attacks that strip your armour down to nothing with acid, and they have too much health. Their armour-stripping is probably the reason arachs and former commandos are so dangerous.
Actually, armour fragility is being fixed in the next beta. The reason Arachs and Commandos are so dangerous isn't because they can tear up armour, but that they're extremely accurate and plasma damage, besides being highly damaging in its' own right, also pierces armour.
- Then nerf hellknights, because theyre supposed to be lesser barons.
Hell Knights are perfectly balanced. They're a tad more dangerous than Cacodemons, but they won't one-shot you and can be taken down without receiving a single hit if you're at all proficient at the game.
- Arch-viles are strongly considered the nastiest monsters in the game, their 2 undodgeable attacks would be ok were it not for them resurrecting corpses. Perhaps remove their resurrection ability.
The Archviles' auto-hit attack is annoying, but considering they're the rarest, most dangerous enemy in the game, it's not entirely unfair for them to have that. Although I'm in favour of them having to charge the attack for a turn, like in Doom 2.
- Then those former human sergeants can take a good 50% health off at close range - nerf them, and perhaps remove their knockback.
If you're stupid enough to get that close to a Sergeant, you deserve to die. Once again, death is by no means guaranteed if you have half a brain.
You have to be careful of making the game too easy. I personally love the thrill of entering a spider cave level, knowing that danger is all around and I have got to do some serious tactical thinking to survive. Nerfing things would take this thrill away.
There's a difference between a challenge created by the need to think tactically and a challenge created by a massively overpowered damage type that can kill you in 1 turn when you've got Red Armour and over half your health left, or an enemy that literally never misses and can take off a third of your health in one hit.