Another Ogryn Thread; Feedback

Bring back adhesive charge rumbler sticking to maulers pls.

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Bull butcher cleaver still absolutely steamrolls through almost everything.

If an ogryn can’t play without a shield then they’re probably missing something.

(And meta is apparently the pickaxes, though admittedly I haven’t messed with them enough, I always just miss the ability to lawn mower with bull butcher)

Dodging a dog and slicing it in half mid-air to send it flying into space is one of my favourite things to do as an Ogryn :grinning:

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Yeah why can’t the big guy escape dogs and nets? If an Ogryn is disabled and still has stamina when he goes down it makes sense that someone as strong as Ogryn could break out of a net or push a hound off pf himself.

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Because gameplay balance trumps lore generally.

What you’re asking for here is extremely powerful utility. Which is why it currently exists as a Keystone sub node, not a passive, since that would be patently ridiculous:

Sure auto breaking out if he survives like… 30 seconds in the net/dogged without dying? Probably fine flavour albeit fairly pointless in practice the vast majority of the time.

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Really, Feel No Pain breaks Ogryns out of trapper nets?

Fair point, I misspoke, it’s just dogs and expanding that sub node to get you out of nets would probably be fine. I just think that’s way too powerful to be base kit.

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The current version does feel clumsy and brittle, which is disappointing for a class that should be able to charge through gunfire and still come out standing.

There’s actually a perfect example in the lore that captures Ogryn strength: during the Battle for Macragge, four Ogryns aboard a Thunderhawk managed to beat a Tyranid Hive Tyrant to death in close combat. That’s the kind of raw, indomitable power that makes Ogryns unique and should be reflected in the game. Right now, his toughness and weapon impact feel underwhelming in comparison.

One of my biggest grievances is his surprisingly low stamina. Given that Ogryns evolved on high-gravity worlds, it makes sense that their lung capacity and stamina would be impressive, especially in lower-gravity environments with good oxygen. Yet in the game, he runs out of breath almost immediately, which feels completely out of character. Playing as Ogryn should make us feel like a force of nature, not like an oversized soldier with weak endurance.

And don’t get me started on his inability to block overheads from Maulers—just regular humans! For a character built to be a literal tank, it’s frustrating that he can’t withstand blows that feel like they should be nothing to him.

Your suggestions for things like toughness restoration during Bull Charge, stun immunity, and more impact on his weapons are spot-on. A bit more room-clearing power in the Ripper Gun and some boosts to the Grenade Gauntlet would really bring out his unique strengths.

The Ogryn fantasy is all about being an unstoppable brick wall, and these adjustments would help bring that to life.

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Nothing breaks lore immersion more than watching a powerhouse like the Ogryn get pinned down by a mere dog or tangled up in a net, completely helpless. This is an Ogryn, designed to be a brute force of nature. Yet in the game, we’re supposed to believe that this same kind of character can’t shake off a hound or rip through a simple net?

It just feels out of place and strips away the Ogryn’s essence as this indomitable force. Letting him break free from nets and throw off dogs would make him feel true to his lore based strength.

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you might wanna have a look at this, sah

shield’s been in the tool box for since the pickaxe came out.

even before, bully I club and knife IV were more than suited to carry matches.

besides i’m a strong advocate of ā€œif you want something done right, you do it yourselfā€
why taunt enemies that can be killed in a fraction of the time it take the team to notice they’re focused on you?

as of today all an ogryn needs in a team is someone to get a net or dog off occasionally.

the rest is ALL doable by this one class.

besides as for the match shown in the link, the ā€œhardestā€ i had wasnt the ā€œtimeā€ :rofl:
this is basically why i enjoy darktide so much :+1:

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I feel like putting in here a general response as many tended to latch on to me saying ā€˜shield is the only viable Ogryn’ and ā€˜lambasting’ me for it xD SO,

I will say my reasoning behind that is the only Ogryn’s I’ve seen that have seemingly done well have been using the shield, and it also just fully fixes the ā€˜gets ripped apart by gunners’ issue if used right. This being the reason I said what I did.

But I will also note the pick axe is an incredible weapon, and the only Ogryn build I can personally stomach uses it. It does very well, and the la with a I think it’s a light heavy combo (or a heavy light, one of the two) clears waves pretty well still while hard bonking almost everything, and that feels absolutely satisfying. Pairing it with a ā€˜wave clear rumbler’ or a kick back is also good joy.

but, all that still doesn’t fix the main gripes I have with the class, which many have gone into in here and made me ā€˜refine’ my annoyance xD.

Ended up thinking what I said next should be it’s won ā€˜Feedback’ post, so I did one!

Yes, happens to me constantly, pretty much play only as ogryn.

I agree with this so much.

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Just want to point out how, your statement is a bit contradictory, but ok.

I just also wanna say that mostly here, people are really salty, but for some reason. The people who play Ogryn seem to be the most friendly and nicest players in the game, and in the forums.
Thanks for that guys.

I think the main problem is that the toughness nerf, hit him particularly bad. I personally would like to see him be less reliant on the perks, that he would be pretty tanky on the baseline. I think he was in a good place before the nerfs tbh. He needs some much needed love, giving him more toughness dmg reduction and rolling back some of the changes made to the shieldgryn would be much appreciated.

The specials and so on they just are really a pain. I think one of the solutions would be to add a ā€œpushā€, to his dodge, this would allow him more mobility rather than make him stuck in a horde for example. I mean he is a 3 ton guy, so naturally this would occur. I mean its like trying to hold a bull by the horns, in place.

Cleave on his weapons is also another thing, I truly hate the shield, even tho having played with it the most. its animation is boring; ā€œpool noodleā€, it does very little with light attack. Where are my variants of bull butcher cleaver and the shield.

The main problem is that he lacks identity; he is not tanky enough, he lacks the mobility of the zealot, and the killing power very often, he gets stuck in and cannot escape specialists, due to his lack of mobility and size. In essence he is a cheap version of the zealot, increasing his survivability, and having the size as an advantage, instead of hindrance would go a long way to address this issue. The main culprit being his; toughness; he cannot tank, due to chip damage; attack speed is too slow, and some of the animations are too slow.

The solutions for this I suggest would be;

  1. revert some of the changes made to him; toughness nerfs and shieldgryn especially; heavy hitter still underperforms; he is brittle without having toughness due to his size; lack of cover in the maps
  2. give some attack speed; pickaxe especially; + some cleave like 5-10%
  3. Ripper gun; Damage buff + reload speed buff; and some accuracy to make it viable a bit longer range
  4. make his dodge; ā€œpushā€, enemies so you can move even when ā€œstuckā€ in melee
  5. give him a way to escape specials; so he will not be a hindrance in Auric
  6. Weapon variety; shield + cleaver; buckler + pickaxe, kickback with slugshot + chainshot ammo switch.
  7. Bull Charge; 20% toughness on ult; with +%, when hitting enemies, like zealot dash; faster recharge
  8. Change the first intersection of the tree; invert the current; damage on reload with toughness brace; make him more survivable
  9. Weapon deployment speed; this animation needs to be faster in addition to the animation of for example; the rock throw; I frequently miss due to the slow speed of the animation; pulling the animation enemy is already; gone, or elsewhere.

Again thanks guys for the discussion; really nice to see that people agree with this. I think those who argued for the nerfs had not played the ogryn, or maybe the heretics wanted to ruin our love for 'emprah.

Also finally, could we get a facial tattoo; that would say Emprah instead of Emperor. I would really love to have it on my big man. Please fatshark make this happen, I just want him to be a viable class on auric and not an experience in frustration. I think you guys went too far with nerfhammer, but mistakes are human and you have the power to make him a really interesting choice and a unique character. (Ps: give some Sah; voice lines also to the other voices, like the heavy weapons specialist; he is my favorite).

Where I am coming with my suggestions I have I would say around 570 hours played, with this class. I play him almost always. If fatshark wants I will stream in Discord and illustrate the problems if needed; if there is a ā€œquestionā€ of skill; we play usually with a 1-2 friends of mine(in voip), + rest with randoms.

Generally I can say that he should be able to ā€œstand upā€ more; be less dependent on always with the rest of the team, as others are more self reliant. Just more toughness + and the dodge, ā€œpushā€, would help a lot; as he got really hit by the additive toughness; even with 20% dmg reduction against shooters, he goes down in 1.5 sec, so little more agency and reaction time would be appreciated.

PS: sorry for the wall of text; and thanks for the responses guys, I think some of these were more universally shared feedbacks. I really hope that this is noted by your team @FatsharkCatfish . Look forward to see him, receive some much deserved love’ from the Emprah.

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Uh, how, exactly?

how?
his best keystone underperforms?

would love to know how do you even come to this conclussion
a weapon that has the option to take 2 power blessings, and you still need more cleave?
current attack speed is perfectly fine

no, it’s great now that you can do a 1 point dip and have some more damage on a nonlugger build on kickback/rumbler
actually wait do people seriously take the brace talent?

those are weird, idk what are you doing in your games that youre getting stuck and why should a class have some form of immunity from disablers

didnt read much into this thread, but currently ogryn suffers the most from having mostly bad talents and VERY bad uninteresting keystones, being very much onebuild, being completely centered around heavy attacks, having no weapons outside of pickaxes (you can make an argument for mk4 cleaver or the shield, but who wants to spam h1 whole game with it?) and range weapons feeling bad, also ogryn doesnt have iframes on his dodges unlike other classes iirc ?

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Toughness & Shooters:
Not sure what to say here. Shooters are annoying but they’re pretty much Ogryn’s only weakness in this game. I don’t really struggle with shooters as a gunlugger though.

Indomitable (Bull Charge) is a pretty bad ability, I’ll agree. The knockdown path is too narrow and it’s extremely punishing against shooters. I’ve had more than a few occasions where I didn’t knock down a Mauler and it tracked behind me and hit me with an overhead, negating any possible benefit I had from the ability.

Granted, I think the best usage of the charge ability is defensive. It’s amazing at getting you out of bad corners and away from a deathball of Ragers or Maulers. Using this to initiate will almost always get you killed.

Ogryn are already immune to stuns in 90% of circumstances. Being immune to nets and dogs would make them so unbelievably broken and no one would play anything else.

Ripper Guns I don’t really care for but I use the MkII with Can Opener on my Heavy Hitter knife build. 2 stabs and one blast to the head will instantly kill Crushers almost every time.

RGs have amazing horde clear and uptime, they’re just extremely ammo inefficient and you become dependent on your teammates bringing longer ranged weapons versus specialists and gunners.

Grenade Gauntlet I only bring if I want to be an anti-specialist sniper. Pinpoint guarantees oneshot on basically anything that isn’t an enemy ogryn or mutant and those stacks build really fast. I don’t really use it to melee at all but the option is there and that’s cool.


As for the tankiness of ogryn, there are a lot of options but the long and short of it is that Darktide is not a game about ever wanting to take damage. Toughness exists because so much chip damage is unavoidable, and mitigating that is our primary goal. Taking direct damage in any circumstance is certainly going to get you downed, and that’s just how it’s always going to be. Ogryn can just take a few more hits because of having such a massive health pool.

I see lots of complaints about Feel No Pain being bad but it makes me virtually unkillable. It makes that surprise Rager little more than a tickle before I beat its roiding rear to the ground. +25% damage reduction is a huge reduction in chip damage but it’s not going to stop you from getting demolished from a bad play or getting surrounded.

Block Efficiency is your friend. Ogryn has an insane stamina pool and just having +24% block efficiency on your trinkets (on any operative) makes the game significantly more survivable in bad situations. I have something like +76% block efficiency on my shield build and sometimes I regenerate stamina faster than I lose it.


Ogryn has the strongest Keystones in the game with the most uptime usage in the game (aside from Warp Charges, maybe). Burst Limiter Override is just good if you want to main ranged weapons. Gunlugging as an Ogryn is some of the highest DPS in the game with the drawback that you are extremely ammo-inefficient. Heavy Hitter is always relevant, but I certainly wouldn’t call Ogryn a ā€œone trick one buildā€ operative.

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If Fatshark buffs Ogryn like this, I ain’t gonna complain. It’s just… I can’t help myself man, you got a lot of lambastable takes I think can be argued with.

I felt this change because I QP with randos only. Ogryn already just has to be played differently or else he’s going to get shredded by basic ranged units, and I know this is about ranged enemies because in the middle of the hordes is where Ogryn is in his element. The only melee enemies that threaten Ogryn in my opinion are ragers and the occasional unseen maulers, and that’s not really saying a lot (push more, sprint less, don’t be surrounded).

But ranged threats are just an inherent weakness. Unfortunate, but also mostly fine? Yes, there are really bad areas for ogryns (like the entirety of the frozen metalfab map), but an aggressive Ogryn also has the fastest toughness regen when he’s heavy attacking and/or has confident strike on a weapon and/or has any of the relevant talents or keystones at the bottom of the tree active. I am loathed to say it, but it’s okay to rely on the lil’ uns to shoot back at the shooty guys while you melee.

I ain’t saying no to this, but that’s a power worthy of a keystone.

Alright, there’s the lambastable take. Look at that thing, it’s like it’s got a big bullseye painted on it just daring someone with free time to lambast it. It craves the lambast, it NEEDS the lambast!

I don’t know how much more identity the Ogryn can have to separate him from Zealot when they share zero things! Slight overlap in roles of where they should be in a party, but Ogryn can’t be Zealot. On the other hand Zealot can’t face tank the things Ogryn has to tank, either! Zealot isn’t the one pulling boss aggro and having to fight it face to face with limited mobility while getting simultaneously gunned down by everything in the map mid-horde. And, honestly, that situation is where a good zealot player shines, zipping around to cut down the biggest threats they’re equipped to deal with. The statement that Ogryn is a worse zealot is so big that it’s hard to address without pointing to Youtube and recommend watching 40 hours of Telepots gameplay videos.

But on the subject of mobility (specifically dodging disablers)… I’m of the opinion Ogryn has to have better timing and always incorporate slides into dodges. Sliding is how Ogryns dodge. Never dodge-slide towards or away from a disabler, it has to be to the side and always at the mercy of ping. You always have to slide backwards after you push a pox bursters. It just is what it is. I can’t tell anyone to like it, just that I’ve had 2 years to get used to it.

Alright alright I’m moving on to the bullet points.

I feel like this one point is actually three points.

Alright, IIRC Ogryn’s damage resistance was doin a thing where at base he had 36% toughness damage resistance, right? Because it was a natural TP resist and the only HP damage resist that was accidentally being also applied to TP somehow someway? I’m not surprised that got patched and I’m not super surprised his two TP regeneration talents got cut down from 25% to 20%. I am just not agreeing that those changes need to be reverted. Heavy Hitter doesn’t really have anything to do with toughness unless you meant Feel No Pain by mistake.

Once again, I almost agree, until you mention pickaxe which is Ogryn’s best weapon. I just do not agree that any of the pickaxe marks need improvements when their only actual weakness is just a team of dueling swords. Also with the cleave… Ogryn’s come a long way from having the worst cleaving weapons in game to having the most cleaving weapons in game, possibly trailing behind the power sword and a properly built heavy sword?

I… I don’t want to fight against Ripper buffs. I want to see Ripper buffs. But I can’t. You can and should try to build around Ripper. It can be made to fit any build! On one side of the talent tree, you can turn the Ripper into a gun that melts bosses in FIVE SECONDS, on the other side of the tree you can make a Ripper that compliments the heavy attack life (All of ogryn gun’s melee attacks count as heavy hits FATSHARK DON’T YOU EVER CHANGE THAT). Against assassination targets the Ripper can bust the shield bubble faster than anything else in the game as far as I can tell. I shouldn’t say that without video evidence, but I know it’s an absolute menace against those guys. The only thing Ripper has going against it is comparing it to the vraks (formerly columnus) infantry autogun. It’s really hard to prove the Ripper is an underperforming weapon.

Again, I think that’s a keystone talent upgrade.

I’m all out of lambasting energy, but if I did, if I did, :point_right: :point_right: I’d lambast that. I’d lambast it a lot.

… okay, yeah, I can’t think of anything that tops the kind of disappointment I experience when I absolutely need to deal with a gunner problem with no options and ult towards them to fix the gunner problem only to be dead instead lol.

That is a very interesting statement. That I still disagree with. So, almost all of my builds have a tight point investment that’s trying to hit both +25 toughness points, and after many, many, many hours I’ve come to the conclusion that Reloaded and Ready and Steady Grip are my least picked talents out of that group. I only ever take them with a Gunlugger build, and after that Reloaded and Ready gets picked more often than Steady Grip. I have exactly one use case where Steady Grip is getting purposefully picked and that is for Tox Gas missions, because it’s actually possible to regen toughness by just bracing through the gas. But now that I’ve said it someone’s going to say ā€œjust heavy attack through itā€ and they’re right.

Steady Grip being a 2 point investment is better for the talent tree because Reloaded and Ready is much stronger for cheaper and for more builds. Don’t change that. Switch The Best Defense with Furious, it’d be a totally uncalled for buff but no one would ever complain about having a whole free point to spend on better talents.

I got so much opinions about that, but I’m once again really surprised how different of a direction you take your critique from my own. Clunky can make weapons feel weighty, which is fine until you encounter the twin-linked heavy stubbers unexplainable 5 week waiting period that happens between pulling the trigger and firing the bullets. But for rocks, yeah I’ve expereinced what you’re talking about, but never felt strongly about it. Nothing against your point, I just think it’s funny how different it is from similar points I’ve seen laid out before.

I said a month ago in a different Ogryn thread that the best discourse is an internet fist fight so, by all means keep saying things that makes me want to spend an hour typing out a giant rebuttal.

Don’t get me wrong, I didn’t wake up just to grind out some lambasting, I’d love to see more Ogryn content in game! I’ve got my own list of things I want to see for Ogryn (AND IT’S BOSS SLAPPING, FATSHARK!).

The only frequent request from people that I just sort of always disagree with by default is any suggestion that wants to bypass disablers. People come off as just wanting to passively ignore disablers. And if not passively then easily and specifically without the team’s help. That’s just antithetical to playing the game. You have to dodge. You have to have to be watching for specials and doing your part to take them out, even if your arsenal is not as good at deleting specials instantly like the lil’ uns.

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Agreed on some stuff but…

Huh? For starters, the best way to deal with shooters (barring suicide runs) is to be in their face, bull charge lets you do that quite well, in addition to AS, MS, DR on bleeds and clearing a path alogn the way, and giving your team 4s of MS and stagger+suppression immunity to GTFO if needed. It’s an invaluable tool that will suck if you only use it defensively as you seem to do.

So a mob not affected by your ability did things?

This is the problem, zealot and ogryn charges are both defensive, offensive and positioning tools, if you’re only using them defensively you’re leaving a lot on the table, a lot.

Ripper MK5 is a lot better on pretty much everything, even crushers due to crazy RoF (but stagger changes hurt them all). You can countershoot the shooters and countersnipe too. The Mk2 is only better at very close range braced spam really.

It’s really not, unlucky bullet is widely regarded as craptacular, rightfully so. Go FnP on gunlugger too.

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