Another Ogryn Thread; Feedback

Presupposing that I do only use it defensively, I said that I think one of its best usages is defensive. I pointed out that there are circumstances where using it poorly can result in a net negative.

Indomitable has a lot of issues that are considered its strengths and one of those people have criticized for a long time is how it scatters enemies everywhere. This is also an issue with Psykers who spam Voidblast, for example. Indomitable is very easy to use poorly (and OP seems to make light of this as ‘skill issue’) and that’s where a lot of complaints stem from. That’s why I consider it to be a bad ability, but then your only other choice is Loyal Protector, which requires a totally different playstyle when you’re holding all the aggro. Point Blank barrage is also there but you lose out on Batter so adjustments are needed.

I don’t put Zealot and Ogryn charge on the same level of utility, personally.

I like BLO and use it all the time on the stubber. It’s a net positive overall for ranged. It could be better.

You’re right, probably too powerful to be base kit but a talent above Feel No Pain that allows Ogryn to break out of nets and push dogs off with a timed cooldown should be reasonable and fitting of the brutish strength Ogryns are supposed to have.

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Ogryn are perfectly fine and still very strong and tanky.
That said his talent tree could use a bit of spicing up.
All my " builds" are In truth just different variations of the same build, aside for my stubber Gunlugger build.
Introducing some nodes that would make ogryn synergise with lights for example could open up some interesting Berserker build.

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Ellie Up GIFs | Tenor

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Ogryns are pretty powerful, I share very few of the experiences you’ve made. The exception being:

which does feel kinda bad. Especially if you get knocked out of a charge by a regular enemy. Dogs work very inconsistently also, sometimes you knock em away, sometimes they stop your charge. Stupid.

To add what I think the main issue with Ogryns is, it’s the lack of variety. You can either play an Ogryn that heavy attacks everything and gets toughness back and bleeds stuff, or you can play one that does the same thing but has a bit more ammo and burns stuff with his gun instead of bleeding in melee. You get to do this with an extremely small selection of weapons, less than half as many as other classes have: Vet has 25 wep families to pick from, Ogryn has 11. These two factors combined just mean that you’ll have done everything there is to do on Ogryn very fast.

He needs new weapons and a talent tree rethink that allows for different approaches to his gameplay. I get that the talent tree being very very simple and straight forward might be intentional because he’s the “simple” character, but it’s honestly a bit too much and makes his builds boring.

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I thought I was crazy!!! I know I’ve been dogged mid charge before, and then I test it a few times and it works…

its in the dash hitbox, its pretty narrow and focused in front of the ogryn so dogs leaping at a slight angle will connect. sometimes the angle will be perfect to where a dog will collide with the successful pounce hitbox and the dash collision one at the same time, so you’ll be sent to the ground and immediately freed and come back up.

and yes after several weapon packs of just melee weapons (the last ranged for ogg were early 2023) its getting pretty dry. please add more variety there. his melee slot is fine.

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This explains so much :exploding_head:

I usually assume they’ve been hit by some stray projectile but I’ve had some situations where that would have been extremely unlikely!

Also hearing “dash collision” gave me imagery of the Ogryn slide tackle sending poxies rag dolling… how incredible would that be :laughing:

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