I’m writing this to try and cut through all the noise that’s on the forum about the game and our beloved big guy and my favourite class and main, the Ogryn (Skullbreaker), with the hope that it can ground people’s expectations about the class and what his play style is like, what it should be like what it shouldn’t be like and the state of the game, and also fingers crossed that someone from Fatshark sees this and takes note that regardless of all the bugs and issues they have made a fantastic 1 of a kind game and made my dream of a 40k setting fps that I’ve had since I was like 9 years old. Thank you Fatshark for making my childhood dream and I’m sure a lot of others come true.
Now first let’s talk about these posts where people are, to put it politely “confused” with what Darktide is.
People coming to Darktide from Vermtide 2 are coming from a game that if you’re a “gamer” you are able to seriously solo the game or “clutch” without too much problem, all classes in Vermtide 2 can deal with all enemies reasonably well, all classes have accessible horde clear, armour piercing, elite killing, special killing and boss killing potential. Now what I’m going to write next I want everyone to re-read at least 3 times.
Darktide is NOT Vermtide 2
Darktide is NOT Vermtide 2 with a 40k reskin
Darktide is its own game with its own unique gameplay
And as such its own unique gameplay is quite different to Vermtide 2, yes both are melee/ranged horde killing dungeon crawlers with fast paced action filled combat, just like football and tennis both use balls but they are not the same game, and trying to compare the two is unfair to both games.
Also all this shouting and crying about game optimization and lack of content and such
- The game isn’t even out yet, remember it’s not released until the end of the month so save your breath till then.
- The question of content was addressed by a post by Fatshark themselves stating that up to the official release, content will be drip fed to the player base most likely so no one could boss 100% pro complete all achievements done the game before its actual release so chill out.
- I bet most of you don’t remember what vermtide 2 was like back when it first came out if you do then you’ll know this release has been a breeze compared to that so stop acting like spoiled kids and realise it could have been literally unplayable for weeks, yes the buggyness is annoying but your still able to play mostly uninterrupted for the majority of the time.
Now that we have that out of the way we can go back to the big lug and how he plays.
Remember what I wrote earlier about vermtide 2’s classes being jack of all trades ish ? well in Darktide it’s the opposite, classes are very specific about what they do, so let’s break that down.
Veteran: Master of ranged combat
Zealot: Master of melee combat
Psyker: Master of burst damage
Ogryn: Master of Crowd control
Now before people start @ing me of course all the classes can do everything in the game but when you play out of a classes specific role/strength you are at a severe disadvantage. Yes the Zealot and Psyker can use a lasgun just like the Veteran, but can they press a button and highlight targets and increase their weakspot damage to one shot key targets ? no. Fatshark themselves stated in numerous blogs and posts that they want the classes to have very key skills and play styles, which takes us to the point of this post.
The Ogryns main function in the team is to be an anchor, a place in the fight that is a safe spot for the team to rally around and hold ground preventing it from being overrun by the heretic filth. He’s able to do this because of his ability to stagger almost any enemy in the game reliably and repeatability, and a Support by being able to revive quicker and safer than the other classes and all his weapons can either stunlock or stagger mobs allowing for easier kills for the other classes.
His main function is NOT his ability to kill high armour high health mobs, which the Zealot and Psyker are designed for or his ability to combat ranged mobs that the Veteran is equipped to deal with. So all these posts from people asking for blanket buffs for the Ogryn’s weapon damage to be increased I’m sorry to say but you’ve failed completely to grasp the concept of him as a class and if you try to play him as a fat Veteran or Zealot you’ll be sorely let down because he’s not designed to be played like that.
With all that said I do believe as it stands he is currently the most difficult and underperforming class in the game with many glaring issues that perhaps have been overlooked by the dev team currently.
The most glaring and biggest issues I have come across playing but keeping in mind about class identities, the Ogryn is a big guy, his hit box is roughly the size of 2 of the other classes standing very close together but he also has around double the amount of health of the others classes and built in mitigation.
Ranged enemies: they are completely oppressive and on level 4 to an extent and 5 definitely, you are locked into only using the shield just to survive more than 2 minutes of ranged combat without which you are getting chunked in seconds for the simple fact that unlike the other classes you cannot reliably take cover.
Toughness breaking stun: linked with the above problem is the toughness breaking stun, you know that half second stun you get when it breaks? that confounds the issue where when trying to move to limited cover you get stunned and can’t move meaning you take more damage or when waiting for his yearlong reload on all his guns it interrupts the animation forcing you to restart it, I’ve taken huge amounts of damage or even been knocked because my toughness keeps getting broken and I get repeatedly stun locked, this does feel like an oversight on the devs part and is absolutely punishing on high levels and led to me and I’m sure many others feeling cheated and left with a sense of “I’m dying to unfair and unfun game mechanics”
Specials: due to his hit box size and depending on the mobility stat of the equipped weapon it can be virtually impossible to dodge specials such as the Dog, the Sniper and especially the Trapper, with the Trapper being the most troublesome, the nets hitbox can be completely off screen (I play at 105 hfov and 71 vfov) and it still clips my hitbox and gets me, again leaving you feeling cheated. I’m leaving out the mutant not because the same issues don’t happen but because I feel we can all agree that he is completely overtuned and needs major whacks with the nerfhammer.
Mob overcrowding: most notable when using the shield but also when normal melee fighting if you pay attention, there is an internal game system mechanic that’s been coined “hyperdensity” basically it’s how the games AI tells where all the mobs are on screen and where they can walk to, so in really large hordes or when holding a hallway or door with the shield, the amount of mobs can be so great that they push/phase through the Ogryns hitbox and can hit you in the back and trap you, hopefully this is just a game bug and will get fixed in patches but it has caused me more than 1 knock so it wasn’t just a 1 off instance, it seems to be mainly Elites that can pass through using the shield so you can imagine the annoyance when 2 Crushers or 4 Ragers just pass through you and start hitting you in the back, Also it kind of defeats the point of blocking a passage way when the things you want to block just turn into ghosts cause of poor coding.
There are other issues such as getting shot from below when on a ledge even though you are completely out of line of sight and weapon hits such as the slap from the club phasing through enemies but hopefully these are server and hitbox issues that can get patched.
As with weapons and balances I agree there is a slight lack of content compared to what the other classes have been given from the get go, and his skill tree is very lacklustre already leading to monobuilds because certain feats are just outright better (level 5 single hit toughness regen is wayyy better and more clutch than the multi hit regen) and there’s at least 2 feats that should be standard (the grenade box opening on carapace armour hit and bullcharge restoring toughness per number of hits) but I figure that’s the case with all the classes at the moment, and there are problems and things again overlooked such as the Ripper and HStubber only gaining 2 bullets back from the Veterans passive but the Kickback, Rumbler and GGauntlet getting a full round back and speaking of the Rumbler in 50 hours of play I still don’t know what its point is when the GGauntlet exists but they all function in exactly the play style of the big man, massive crowd control and shouldn’t be majorly changed, and I’ll repeat that statement with all his melee weapons as well, they all function in relation to how he should be played and if you disagree with that then I refer you to my earlier statement of you’ve failed to understand how he’s designed to be played.
But all in all I’ve been having great fun playing it, I think the game has very solid foundations to build upon and all the classes feel fun and very unique, full of flavour and the concept of class roles caters to my love of MMOs.
Thanks again Fatshark I can’t wait to see where you take the game.