DOOM: The Dark Ages Xbox Patch Nerfs Super Shotgun & Cheap 'From Behind' Deaths

DOOM: The Dark Ages dev id Software has made a number of balance tweaks to the game since launch earlier this month, and a new update this week adjusts the series' famous Super Shotgun - amongst making some other tweaks and fixes.

The team describes these changes as "tunables" and basically makes them on the fly; updating its ongoing blog post as a result. Considering we haven't detailed any of these adjustments so far, we'll throw all of the May 2025 changes for DOOM: The Dark Ages down below - starting with these most recent tweaks.

DOOM: The Dark Ages Xbox Patch Notes

Update from 5/29/25

  • Adjustments to player forgiveness systems to decrease the frequency of "from behind" attacks resulting in death on the highest damage sliders (250% - 500%)
  • Reduced effectiveness of the Super Shotgun against the Hell Knight and certain enemy armors
  • Increased the ammo count for both Plasma class weapons
  • Increased the amount of ammo the player receives from killing demons with the Accelerator Heat Blast
  • Fixed a bug where parrying some of the Whiplash's attacks was not providing the intended rewards

Update from 5/23/25

  • Adjustments to make the Hell Knight's arms tougher to sever when using the Pulverizer
  • Lowered Skullcrusher Ravager damage against Bosses and Komodo
  • Reduced how long certain health and armor drops linger in the world in the [spoiler] boss fight
  • Reduced how long health drops linger in the world when in the Atlan
  • Rebalanced the Atlan final [spoiler] boss fight

Update from 5/22/25

After a week of observing you play and hearing your feedback, we felt the game needed to be a bit harder overall, especially on Nightmare difficulty, so a Tunable pass was made live yesterday More specifically, we:

Buffed damage to certain attacks for the following enemy AI: Agaddon Hunter, Cosmic Baron, Hellknight, Komodo, and Pinky Rider

  • We wanted the threat of these enemies to be increased and have higher impact when on the field, especially on certain damage scalers/difficulty settings
  • As an example, on 250% damage (Nightmare default), missing a parry on the Agaddon Hunter’s overhead slash will now break your shield instead of simply doing a lot of damage to it

Adjusted certain player forgiveness systems to be less generous across most of the ‘Damage to Player’ sliders (100% - 500%)

  • There are systems under the hood that are designed to give players a better chance to survive when near death, and those systems were being too generous
  • Players were able to brute force their way through situations that should’ve resulted in costing a Life Sigil or death, and we want to make sure we are keeping the player in check and asking for better tactical decisions
  • These changes will have an impact on player survivability and will be more noticeable the higher up the Damage Scale slider you go.

Have you noticed these balance tweaks to DOOM: The Dark Ages? Talk to us about the changes below.

[source slayersclub.bethesda.net]