Cacodemon and Hell Knight are too samey.Perhaps, since Cacos are floating enemies, a change to introduce double (or greater) knockback against any enemy above ground would make them different enough. Also, if I recall correctly, Cacodemons were prone to attacking almost constantly, as opposed to the more casual AI of the Hell Knight.
As Hell Knights are more defensive than cacodemons in the current version, that should be emphasised by giving the cacodemon less health (or perhaps a natural dodge penalty? They were pretty easy to hit in DooM 2) and a better attack.
The Arch-Vile's attack is perhaps a bit too good. Instead of a straightforward nerf, it would be interesting to give it a delay and more power.I was thinking along the lines of a 2x charge time (relative to its speed) that requires a continuous line of sight to work, but change the damage to 11d2 instead of 11d1. Overall, the DPS goes down, but it's a much more potent smack if you're not careful. (Additionally we could make it so that knockback can disrupt the attack, though this could prove too exploitable.)
As for the revenant's attack, I think it's more or less fine. The only change I'd suggest is make 'dodging' a revenant shot have a more noticable effect. I think in 0.9.9.1 when you dodge a revenant attack it does half damage, but this sounds wrong because rockets normally do full damage to everything in the blast radius. Either way, it could stand to be a bit lower.In Doom II, Revenant attacks came in two varieties: straight-line (like every other projectile) and homing. What attack ends up being used was completely random, though for obvious reasons the homing was more deadly. We could tinker with it a bit so that it's random between homing and not, with the homing attack causing significantly less damage (maybe even half).
I sort of think of the barons and archviles as being in their own tier personally. Barons are just incredibly difficult to kill when they make use of items. Full healing, phasing, red armor wearing barons are a nightmare. Archviles are there for the obvious reasons. Mancubus and Revenants aren't nearly as troublesome, since they're harmless in melee range and not especially fast or durable. Arachnotrons are also nearly harmless in melee range, considering the xp and ammo they cough up.
Don't the barons also destroy armor faster with their attack?That only depends on the amount of damage they deal. If you mean the original game, it's the same case there anyway.
Rev's are missing their powerful "rocket" punch. Try to get punched on Doom 2 and you'll see what I mean. Mancubi don't have splash damage on Doom 2 but without it they would become relatively harmless in DoomRL.The big three (Rev/Mancu/Vile) lack melee attacks in DoomRL. Supposedly they used to, but I have yet to ever take damage from one, even when cornered. If Revs were to have their old punch, I imagine they'd probably try to close the distance if near the player enough and forget about projectiles (which could possibly be a nice tactic against them).
The big three (Rev/Mancu/Vile) lack melee attacks in DoomRL. Supposedly they used to, but I have yet to ever take damage from one, even when cornered. If Revs were to have their old punch, I imagine they'd probably try to close the distance if near the player enough and forget about projectiles (which could possibly be a nice tactic against them).
Honestly I wouldn't mind of Revenants had their punch back, but it doesn't really matter for Vile and Mancubi as they didn't have them in the original game. Revenant punch would be hard to make work correctly without giving back the advantage of them forgetting the projectile.Those enemies could just use their normal attack at melee range (trust me on that one). Because splash is a concern (and because AoB would just be stupid-hard at that point) we can't use that, and yet there are plenty of other enemies that are given melee when adjacent (all formers, for instance). Rev AI would be fine with the "melee when within a few tiles" but Viles and Mancubi should only use it when the player becomes adjacent, as with formers.
When it comes to monsters, I'd personaly think Imps should have their accuracy reduced tiny bit. I also find them to be bit of a medium monsters, just because of their sheer numbers, the splash damage and their damn sniper like accuracy.True, but they can't compete with Cacos/HKs. They're only problematic early on, something untrue of Sergeants, who can still deal significant damage later in the game (and Captains for higher difficulties). Imps aren't very reliable when it comes to attacking at all times, either, so I have no problems.
I also personaly find Pain elementals to be a joke. Sure they act like they are suppoused, no argument about that, but they don't really cause any actualy threat in 95% of the games. They are so fragile, and the fact that the lost souls spawn right next to them make them all very easy to take down as a group. I'd say pain elemental should shoot one of the lost souls just like in the original game towards the marine, and should probably have more health aswell. Only game I ever had problem with pain elemental was when I ran into a cavern of them on AoMR and even that was situational.I don't suppose it would be possible to give them an attack whose projectile is a Lost Soul? This is how it's done in the original, and it would (at the very least) distract the player from killing the PE. Then, giving it the typical chance of attacking (which is like, all the time) would ensure that it produces plenty of them.
The fact that Barons can use items is more an annoyance than it is a game-changer. This is only really important early on, too, where formers and HKs are far more common.