Addressing Challenges in Melee Combat Against Multiple Berserkers: A Consideration of Ogryn Tactics
TL;DR:
Problem: not enough melee stagger against multiple berserkers. Proposed solution: increasing melee weapon push attack stagger against berserkers for ogryns, enhancing gameplay.
Melee combat in Darktide often brings forth challenges that require players to adapt their strategies. Today, we will delve into the nuanced mechanics of melee combat in the context of an ogryn facing multiple berserkers. The player’s experience is characterized by the effectiveness of melee stagger, reliance on the ultimate ability, and the need to employ ranged weapons in specific scenarios.
For the sake of argument[1]
Melee Stagger Dynamics:
The first point of consideration is the efficacy of melee stagger when confronting single targets. Melee stagger, in this context, refers to the ability of a melee weapon to interrupt an opponent’s attack animation, creating an opening for the player to counter-attack. Against solitary adversaries, melee stagger proves effective, providing the player with a tactical advantage.
However, the scenario takes a different turn when facing multiple berserkers simultaneously. The second point emphasizes that melee weapon stagger becomes less potent when dealing with a swarm of berserkers. The sheer number of enemies reduces the impact[2] of stagger, making it challenging for the player to control the situation effectively.
Survival Strategies:
In the face of this challenge, I find myself resorting to a combination of things for survival. The reliance on dodges, heavy attacks and the talents “The Best Defense” or “Smash 'Em!”[3] becomes paramount. The player must execute these while constantly hoping for a refill of toughness to 100% to avoid substantial health damage. Simply because I can not find a way to interrupt the berserkers while not switching to the grenade, ranged weapon or ulting them. Unfortunately, complete avoidance of damage is rarely achievable in such intense situations.
Ultimate Ability as a Solution:
The fourth point introduces the idea of using the ogryn’s ultimate ability, Indomitable, as a potential solution to the onslaught of berserkers. While this proves effective, it is contingent on the ability not being on cooldown. The limitation of the 30 second base cooldown[4] restricts the player’s reliance on this, emphasizing the need for alternative approaches.
The Challenges of Pushing:
Pushing, as explored in the fifth point, emerges as a strategy that falls short of expectations when facing multiple berserkers. The limited stagger effect and the immediate resumption of attacks by the berserkers pose a significant challenge. This inadequacy is particularly pronounced in situations involving multiple adversaries, where pushing provides only a temporary reprieve.
Ranged Weapon Tactics:
In response to the shortcomings of melee combat, the sixth point highlights the necessity of resorting to ranged weapons like the Grenadier Gauntlet, Rumbler, or Kickback[5]. While effective, this approach demands the player to adopt a defensive stance, constantly backpedaling and dodging to avoid the enemy swings while shooting and reloading. This deviation from the traditional role of an ogryn raises questions about the intended gameplay experience[6]
Proposed Solution:
The seventh point proposes a potential solution to the challenges faced by ogryns in melee combat against berserkers. Increasing the melee weapon stagger of the push attack specifically against maniacs could empower players to better control the battlefield. This adjustment aims to enhance the ogryn’s ability to disrupt multiple attackers, offering a more engaging and satisfying gameplay experience.
Conclusion:
In conclusion, the challenges faced by ogryns in melee combat against multiple berserkers highlight the complexity of game mechanics and the need for adaptive strategies. The proposed solution of increasing melee weapon push stagger against maniacs seeks to address these challenges and foster a more dynamic and enjoyable gameplay experience. The ongoing discourse within the community plays a vital role in shaping the evolution of game mechanics and ensuring a balance that caters to the preferences and expectations of players. So, let’s talk about this in the comment, I’m looking forward to reading your oppinions ^^
Let’s assume that the ogryn uses any of the Knives, Bully Clubs, the Shovel or Power Maul and the Indomitable Ult. Because in my opinion the Maul and Shield or any of the other two Ults constitute a different playstyle where this issue may or may not arise. Of course you can now make the argument “No build should be able to do everything” but I leave this discussion to the comments. ↩︎
Impact as in affect, change, alter, not stagger strength ↩︎
Replenish 25% Toughness after hitting multiple/a single Enemy with a Heavy melee attack. ↩︎
I know there are character/talent combinations where you can lower this significantly on elite kills. What I’m saying is that when this isn’t possible you’ll just have this on cooldown again for a while and can’t use it ↩︎
I chose these weapons spcificly because out of the ogryn’s ranged weapon arsenal they prove to be very effective at dealing damage AND staggering berserkers ↩︎
Ogryn not being the backbone of the team meaning not taking aggro but actively avoiding it so he can shoot ↩︎