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New Gameplay Footage for the DoomHunter (Spoilers)


ZALGO

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Overall, seems like a pretty fun boss that also gives us some information on how some of the bosses might play out in the future.

 

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It is a boss for that level then becomes a regular enemy.  I wonder if we see the same treatment for the Tyrant and even the Gladiator? 

Spoiler

Artbook gladiator lore says he is unique.

 

Edited by Zemini

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Nah, the Gladiator cannot be a Super Heavy, if we go by the Codex slots there is no place left for him, as the 5 Super Heavies are:

 

- Archvile

 

- Baron of Hell

 

- Doom Hunter

 

- Marauder

 

- Tyrant

 

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Well, during his recent interview with Midnight he did state that the only non-boss enemies we have not seen yet in action are the Maykr Drones, so I would not get my hopes up.

Edited by DoomMan777

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We have not seen the spectre yet ... and some possible other demon variants.

 

There are also some other stuff in the artbook

Spoiler

Other hell knight types and a Makry warrior.  Could just be concepts, but stuff is missing in the artbook that is already confirmed in Eternal.

 

But yes I think we have pretty much seen all the regular demons.

Edited by Zemini

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It seems the Maykr Drone is just a flying alternate take on the Arachnotron and somewhat of a Doom 2 chaingunner replacement, when the leaked art even showed it with a beam similar to that of the Hell Razer.

I hope the single player DLC's diversify the enemy gameplay a bit more.

I just feel like something went wrong in this particular area of the gameplay.

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9 hours ago, DoomMan777 said:

Nah, the Gladiator cannot be a Super Heavy, if we go by the Codex slots there is no place left for him, as the 5 Super Heavies are:

 

- Archvile

 

- Baron of Hell

 

- Doom Hunter

 

- Marauder

 

- Tyrant

 

Where can i find that codex screen which shows super heavies ?????

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7 hours ago, whatup876 said:

It seems the Maykr Drone is just a flying alternate take on the Arachnotron and somewhat of a Doom 2 chaingunner replacement, when the leaked art even showed it with a beam similar to that of the Hell Razer.

I hope the single player DLC's diversify the enemy gameplay a bit more.

I just feel like something went wrong in this particular area of the gameplay.

How so? To me the enemy roster in this game seems massive and incredibly diverse.

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It's interesting the priest says the Hunters are "created to hunt only THE Slayer and HIS Night Sentinels"

My bits in bold. If he was talking to the Slayer, he'd say "created to hunt only YOU and YOUR Night Sentinels"...

 

This might fit with the "Usurper.. A False Idol" claim from the Marauder.

And also tie into the Slayer Creation Chamber in the artbook.

 

The Slayer exists, but you're not him? Maybe you're the OG Doomguy just filling in for the Slayer for whatever reason. Or you're a clone and not the original Slayer who existed in Argent D'nur aeons past. 

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28 minutes ago, thewormofautumn said:

It's interesting the priest says the Hunters are "created to hunt only THE Slayer and HIS Night Sentinels"

My bits in bold. If he was talking to the Slayer, he'd say "created to hunt only YOU and YOUR Night Sentinels"...

 

This might fit with the "Usurper.. A False Idol" claim from the Marauder.

And also tie into the Slayer Creation Chamber in the artbook.

 

The Slayer exists, but you're not him? Maybe you're the OG Doomguy just filling in for the Slayer for whatever reason. Or you're a clone and not the original Slayer who existed in Argent D'nur aeons past. 

I believe it was confirmed by the devs somewhere you're playing as the same Doom Slayer from Doom 2016.

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8 hours ago, Hunting4r2d2 said:

How so? To me the enemy roster in this game seems massive and incredibly diverse.

 

I think people latched onto the "twice as many as last time" in regards to the enemy count during the initial QuakeCon reveal. Depending on how you count them, Doom 2016 has around 18-20 enemies (I think), so I guess some people were expecting 35-40 enemies for Doom Eternal.

 

I agree though the roster is very diverse and all the enemies have distinct roles and strategies.

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6 hours ago, STILES said:

I believe it was confirmed by the devs somewhere you're playing as the same Doom Slayer from Doom 2016.


I think @thewormofautumn is suggesting that the (Doom) Slayer is a role or position that preceded the current incumbent. Or perhaps that it was a role or position that may have ostensibly been intended for someone else, but circumstances may have lead to the Slayerhood being given ("the seraphim bestowed upon him terrible power and speed") to the guy we know and love.

Hence the salty demon dude calling him a usurper.

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17 hours ago, Hunting4r2d2 said:

How so? To me the enemy roster in this game seems massive and incredibly diverse.

 

I thought that a lot of the enemies share some attacks, even if they have some alterations.

Because i once made posts like these, since i believe there's a lot of enemy potential that could work in this direction of the games:

 

 

Examples of attacks i see shared from some enemies:

* Cyber possessed have the primary fire of soldiers and a Mancubus like flamethrower.

* Archviles seem to have a "floor projectile"-like attack similar to that of the Whiplash.

* Arachnotrons have an attack where they can charge a strong plasma ball at a slower rate which is similar to an attack from the possessed soldiers.

* Mancubi can perform a shockwave floor shock similar to the ones that the Dreadknight "drops" with the difference being that Dreadknights have to jump and slam the floor to do it.

* The Gargoygles seem to be like flying Imps.

* Maybe how the Cacodemon can shoot projectiles in a volley similar to the Gargoyle and now the Maykr Drone.

I just assumed there could have been more "exclusive" or unique attacks, that say "nobody else does this".

Maybe the games have different rules for combat, compared to classic Doom, even though this could be said without comparing to the older games.

 

I shouldn't devaluate the developers' effort, but i just think something went wrong in this particular part of the game.

Specially since "twice as many demons" made some assume there could be way more enemies and there's a focus on making the player powerfull.

Maybe i just overlooked some stuff or the game isn't showing some enemies or attacks from the revealed enemies.

Edited by whatup876
fix

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1 hour ago, whatup876 said:

I just assumed there could have been more "exclusive" or unique attacks, that say "nobody else does this".

 

Enemies are more than just the uniqueness of their attacks. For example, Mancubi and Dread Knights may have a similar shockwave attack, but the Dread Knight is an aggressive rusher enemy while the Mancubus is a walking tank that attacks from afar. Both shockwaves fulfill the niche of a "get away from here" ability, but are performed under different circumstances. Similarly, Archviles and Whiplash fulfill very different roles, where one is a defensive summoning unit while the other is a quick-moving elusive harasser type.

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5 hours ago, whatup876 said:

I thought that a lot of the enemies share some attacks, even if they have some alterations.

Because i once made posts like these, since i believe there's a lot of enemy potential that could work in this direction of the games:

Similar to what ArimZarrl, there is a lot more to how an enemy functions than just their attacks. How the enemy moves, their size, health pool, defensive capabilities, weaknesses, aggressiveness, etc. For example, while the arachnotron and soldier share similar attacks, the arachnotron's current fires at a much faster rate than the soldier's, allowing it to shred through the player's health much more quickly. This is balanced out by the fact that the arachnotron is a heavy demon, meaning you won't encounter him nearly as often, and that you can disable its burst fire and charged energy shots by shutting off the turret. Even then, the arachnotron still has a unique attack in the form of the grenades it lobs at the player.

 

I agree with you that there is still so much more potential with enemy abilities, but that just because of how well designed the combat is in Eternal and just Doom games in general. And with more DLC and probably future installments to come to the series, you can definitely expect some of them to be explored by id in the future.

 

Also, I just wanted to mention that I really enjoy some of your ideas for enemies, like the shapeshifter, or demons disguised as power-ups. Good stuff.

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14 hours ago, NoXion said:


I think @thewormofautumn is suggesting that the (Doom) Slayer is a role or position that preceded the current incumbent. Or perhaps that it was a role or position that may have ostensibly been intended for someone else, but circumstances may have lead to the Slayerhood being given ("the seraphim bestowed upon him terrible power and speed") to the guy we know and love.

Hence the salty demon dude calling him a usurper.

 

Yep, this is what I meant. You're the Slayer in this game and 2016, but were you the Slayer from the history of Argent D'nur?

 

I'm not sure. One of my theories is that the DOOM Guy stayed in Hell for so long, crossing dimensions and parallel worlds in the process. He comes across the Slayer and the Sentinels who were betrayed by the priests. The Slayer might have died at this point or for whatever reason, he replaces the Slayer as leader of the Sentinels. 

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I think almost everything i suggested could potentially work and one truly bad idea could be the "cutscene-like chainsaw lock" thing attack when a "health draining" melee attack could be represented with an electric taser/shock thing, although i think chainsaw enemies like the Sawyers/Sawcubi are too much of a cool concept to not bring back and i don't think the DoomHunter's chainsaw even tries to mimick the classic chainsaw.

 

But yeah, i'm probably going over my head and not really paying enough attention.

Spoiler

Although, id, if you ever need more ideas for enemies to work or new enemies, you could always check those suggestions.

Just saying.

 

Edited by whatup876
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On 3/4/2020 at 3:14 AM, ZALGO said:

 

Overall, seems like a pretty fun boss that also gives us some information on how some of the bosses might play out in the future.

 

I noticed something about how much damage is done during both boss battles. In the first singular Doom Hunter fight, It takes about three lock-on bursts with the rocket launcher to kill it in it's second phase. However, in the dual Doom Hunter fight, both go down in only two lock-on bursts on the second phase. So it could be deliberately buffed for its first appearance, just so it doesn't seem too weak.

Edited by ArgentFrequencies

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3 hours ago, ArgentFrequencies said:

I noticed something about how much damage is done during both boss battles. In the first singular Doom Hunter fight, It takes about three lock-on bursts with the rocket launcher to kill it in it's second phase. However, in the dual Doom Hunter fight, both go down in only two lock-on bursts on the second phase. So it could be deliberately buffed for its first appearance, just so it doesn't seem too weak.

 

Well that and its kinda been confirmed the player was playing on easy difficulty considering the armor and health pickup numbers and damage. 

 

I would imagine on higher difficulties the Hunter would be a bit tankier and probably have one shot potential with those rockets.

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On 3/7/2020 at 4:03 AM, ZALGO said:

 

Well that and its kinda been confirmed the player was playing on easy difficulty considering the armor and health pickup numbers and damage. 

 

I would imagine on higher difficulties the Hunter would be a bit tankier and probably have one shot potential with those rockets.

I don't think the health changes with difficulty. In Doom 2016, it still took one close-range blast from the combat shotgun to stagger (and at point-blank kill) an Imp between ITYTD and Nightmare. Damage is different. I suspect the damages remained the same from both boss phases, but the first appearance is still noticeably buffed compared to the dual Doom Hunter fight.

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On vendredi 6 mars 2020 at 3:32 PM, ArgentFrequencies said:

I noticed something about how much damage is done during both boss battles. In the first singular Doom Hunter fight, It takes about three lock-on bursts with the rocket launcher to kill it in it's second phase. However, in the dual Doom Hunter fight, both go down in only two lock-on bursts on the second phase. So it could be deliberately buffed for its first appearance, just so it doesn't seem too weak.

It's like the crucible guardians in Doom 2016: first one tough, then two at once but they're weaker than the first.

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I've done a pretty good job of avoiding too many spoilers for the game. I did however watch this video. My anxiety has gone through the roof. Fighting that thing is gonna be sweaty spaghetti.

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Was watching someone's video with their top 5 glory kills (including one of the DoomHunter) and i noticed that the Prowler's teleportation may have been changed.

So it works like the Summoner in 2016 where they transform into a spark of energy quickly moving to a place instead of actual instant teleportation.

If they wanted to add feedback to this, they could have made some purple energy thing appear in a spot where the Prowler would be spawning to, so it'd somewhat still kept the teleporting concept.

 

https://www.youtube.com/watch?v=jFRU4ggEKb4

 

I just think they sort of made him slightly less unique, even if it sounds picky.

I feel like this change could at least be applied to easier difficulties or settings.

edit: and at least with the Summoner, it was a floating/flying enemy so it fit with that one.

Edited by whatup876
adding more

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