Descent had that very early 3D where everything is made out of like 8 gourmand shaded polygons and a lot is left up to the imagination. Doom's pixel art just plain looked better even though it was less technically accomplished. Quake 1 suffered from the same problem, it just didn't look as good as the previous generation. Worse, drawing those polygons was a lot to ask of the computers of that era so they generally limited themselves to a small number of enemies at once, you never got swarmed the way you did in Doom sometimes.
Also, I personally found myself getting lost and turned around way more often in Descent than I did in Doom. That last part of the mission where you had to fly back to the exit before the reactor exploded was always the hardest part.
So many rehearsals pre-reactor blast... certainly the claim the Doom's play was faster paced is true, but I enjoyed challenge of navigating the 3D space of Descent. Right from the first time I played it I felt committed to mastering 6dof.
Also, I personally found myself getting lost and turned around way more often in Descent than I did in Doom. That last part of the mission where you had to fly back to the exit before the reactor exploded was always the hardest part.