>>1768824
>Annoying death sequences for enemies.
I guess this is really subjective, but sometimes it can add a fair bit to the game considering there's a mechanic that rewards you for brutalizing them. IE: If you cut a Hell Knight in half (maybe Barons too? never had it happen with them) and then kick their still living torso, you'll get a bit of extra health (like, 5 health, but still). It's small, but ties it into game mechanics instead of just being a throwaway gimmick.
> Too much damn blood
It'd be nice if you didn't paint a room red just by killing one demon, yeah. It kinda makes it mean a hell of a lot less when you do that with a fuckton of enemies. It renders it pretty meaningless, actually.
>ADS
I feel like a retard for not knowing what this is.
>Reloading
I feel like it adds tension to the game, and adds more variety to the weapons than just "how fast it shoots, if it explodes, and how much damage per shot". Still, it's totally different from classic Doom, so I understand the gripes with it.
>visual effects
Agreed, this is pretty obnoxious.
>ear rape-y sounds
Thank god for Sperglord Edition.
>Headshots
It's only really made the game easier when it comes to killing low-tier enemies. Everything in general can kill YOU way easier, which is sorta the point of the mod.
The Cyberdemon thing was fixed- it still only takes 14, but 14 is a hell of a lot considering it takes 1-3 faster moving rockets to kill you. Seriously, coming across one of them in Oblige is almost guaranteed rape. They're only really easy in E2M8 of Doom 1- but I've noticed that Brutal Doom just doesn't work with the original two games.
I thought Barons took two SSG close-up shots? It's a pretty big risk, considering they rape you up close. Still, yeah, Barons go down way too quickly for what they're meant to be. They barely feel more threatening than Hell Knights. Should they just get an HP buff?
(cont)