1)First one is the Revenant - the only original monster (sans Spider Mastermind, which is a boss-type monster and thus in completly diffrent league) that still havn't made it to the game.
Yessss... it's god old-school weapon mods, old-school traits and old-school inventory all of which original dooms had. [/sarcasm]It ain't the reality man, it's the flavor. This game would suck on ice if it had the mechanical depth of the real thing. It's a roguelike, duh it has to have more to it. But it still feels like old-school Doom. Doom 3 wasn't nearly... ridiculous enough. It forgot what it was and tried (failed, but tried) to be a Serious Horror Game instead. The enemies were probably one of the main reasons for that.
You can't even dance around Cybie's rockets ffs, so why the big fuss about the Revenant?
So the solution for the Revenant is: Fires two time per attack (like the Mancubus)
always hit (ignores evasion)I don't feel good about that - autohit monsters are eeeeeeevil... my three recent ideas were:
Modding? Sweet! That means I can drop that armor weight junk and fix the trait system. :p
What would you "fix" with the traits?I've thought for a long time that some conceptual focus would greatly improve the trait system. They all work well enough for the most part, but there are some strange things about the system that make it not as much of a tool for specializing as it could be. I'd experiment with balance changes, completely rework the prereq structure, and possibly even modify the progression mechanic itself somehow if I had the time to mess with it really deeply and could wrap my head around the actual "programming" part.
1)First one is the Revenant - the only original monster (sans Spider Mastermind, which is a boss-type monster and thus in completly diffrent league) that still havn't made it to the game.
You're forgetting Baphomet =p
Then again, I suppose Endguy already covers that post, seeing as he spawns monsters and otherwise sits there waiting for you to kill him.