Hello! Could you enable the "Mod Manger Download" button for this mod? I have created a new DOOM Eternal Vortex Extension that will properly install this mod.
Do you think it is possible to make the dark lord still able to be damaged with his shield up as you could in earlier versions of the game? Seriously, whoever thought it was a good idea to make the dark lord unable to be damaged outside of his green lights should have his testicles ripped off. I miss being able to meathook above Davoth and send a bunch of rockets down on him. Id Software is making this boss less and less fun to fight with every update.
I'm just saying because people (like me) might want to have both a general TAG2 mod and your Dark Lord rework, both at the same time without overriding each other
Also, what's even the difference between your rework and that mod's changes to it? Since it says in the docs that it's heavily based on yours
Oh wait you are referring to my TAG Rework Mod. Sorry lol. I removed it because I thought it was redundant since TAG2 Plus exists. I'll probably bring it back later since I've discovered a few bug/cheese fixes that I'd like to implement.
I did play the Dark Lord in TAG2 Plus and it the only major differences is that the Dark Lord shoots projectiles that are similar to your own weapons (like rockets, precision bolts, stickies), he doesn't summon his wolves after stage 1, and there are no respawning Maykr Drones.
no offence, but lowering his health wasnt a good idea. if anything, you should increase his health so it takes at least 3 cycles with the hammer to take him out. also, the tyrant in the final wave should probably be added back. at the moment it just feels too easy to be the final boss fights master level. if anyones curious, the link to the version with the tyrant is here, although the changelog says the dark lords ai is slower than the latest versions. also theres no meathook point, which for me is a plus: https://www.nexusmods.com/doometernal/mods/419?tab=files&file_id=4076
I agree with this, would really love a version with 2x or 3x health, also needs way less vulnerable time, and more aggression overall. Master mod 2 ez on Ultra Nightmare.
I lowered the Dark Lord's health for two reasons: 1: The Dark Lord's behavior does not change at all in any of his phases. To me at least, it was very boring to fight the Dark Lord the exact same way across all 5 phases so I wanted to speed up each phase. Increasing the Dark Lord's health would not really make him more difficult and only make the boss fight last longer. I also want this ML to favor replay value. IMO very long levels discourage me from replaying them. 2: I want to take into consideration of people using Hammer tweak mods. The 2 GK/WP requirement is truly broken and I wouldn't shame someone who wants to use a more balanced Hammer when playing Master Level mods. I do not want the Dark Lord fight to last an excruciatingly long amount of time for someone just because they chose to use a Hammer that takes longer to recharge (or they chose to not use the Hammer at all).
I removed the Tyrant in the final phase because a beta tester was constantly nagging me about how the final phase was way too artificially long and that I should focus more on the 1v1 aspect rather than adding too many supporting demons. I ended up giving the Dark Lord a speed boost in the final phase instead but I might have made it not fast enough to compensate.
Granted, since you guys are telling me to buff the ML, I might bring back the Tyrant and revert the health back to normal. I'll just need to do some additional testing before I can drop an update.
i use a hammer rebalance mod which takes 6 headshots or 6 weakpoint breaks and i find it perfectly balanced with his full health and tyrant. i attempted to bring the ai from 3.4 into 3.3 and it seemed to work. ive completed it deathless a couple of times on nightmare and i found it brutal but still fair. which is perfect for a master level of the final boss.
31 comments
6.66 made it IMPOSSIBLE to damage the dark lord outside of green light phase, meaning when he doesnt do green lights/staggered, he is INDESTRUCTIBLE.
Also, what's even the difference between your rework and that mod's changes to it? Since it says in the docs that it's heavily based on yours
I did play the Dark Lord in TAG2 Plus and it the only major differences is that the Dark Lord shoots projectiles that are similar to your own weapons (like rockets, precision bolts, stickies), he doesn't summon his wolves after stage 1, and there are no respawning Maykr Drones.
1: The Dark Lord's behavior does not change at all in any of his phases. To me at least, it was very boring to fight the Dark Lord the exact same way across all 5 phases so I wanted to speed up each phase. Increasing the Dark Lord's health would not really make him more difficult and only make the boss fight last longer. I also want this ML to favor replay value. IMO very long levels discourage me from replaying them.
2: I want to take into consideration of people using Hammer tweak mods. The 2 GK/WP requirement is truly broken and I wouldn't shame someone who wants to use a more balanced Hammer when playing Master Level mods. I do not want the Dark Lord fight to last an excruciatingly long amount of time for someone just because they chose to use a Hammer that takes longer to recharge (or they chose to not use the Hammer at all).
I removed the Tyrant in the final phase because a beta tester was constantly nagging me about how the final phase was way too artificially long and that I should focus more on the 1v1 aspect rather than adding too many supporting demons. I ended up giving the Dark Lord a speed boost in the final phase instead but I might have made it not fast enough to compensate.
Granted, since you guys are telling me to buff the ML, I might bring back the Tyrant and revert the health back to normal. I'll just need to do some additional testing before I can drop an update.