BIG IDEA: Ogryn Should Break Nets and Dogs

It’s a passive not a build.

You have absolutely zero clue what you’re talkig about.

I got a bit confused since I was responding to multiple people. And for the record, I had no intention of engaging with the evil one who literally told me I deserve to be hanged. That kind of comment speaks for itself.

That is specifically for un-dogging yourself. You wanted a solution, I gave you one. Or god forbid you actually get punished for not paying attention to specialists.

Plus it’s an inherently awful idea since it devalues cooperative play even more than it has been in recent updates, and I sincerely hope I don’t have to explain to you why. Lore aside, it’s just not healthy for the game. We know that they’re absurdly strong, but it’s still a game at the end of the day and having the expectation that it’s going to be 100% accurate to in-universe lore, frankly speaking, is a fat cope. The suggestion is simply just bad, and making it cost you a wound (rather than % of max/total current hp) is frankly an abhorrent idea.

Ogryn is already disgustingly overtuned, and he needs some sort of drawback, and him not being able to handle disablers quite as easily due to his size is a completely fair one to have, and even then it’s not like he actually has trouble doing it. Neither trappers or dogs will kill you outright directly & they’re already a fairly light punishment, dogs especially since other enemies don’t attack you while you’re pinned by a dog. That’s on you for not taking target priority in mind when you play.

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For Pete’s sake, I’m not asking for tips on how to avoid getting pinned. This is a suggestion, not a call for coaching.

The idea I proposed is simple: If an Ogryn gets pinned, they could have a class-specific passive that lets them break free by consuming a wound. That’s it. It’s not free. It’s not spammy. It’s limited strictly by the number of wounds available, meaning if you’re on your last, you can’t use it. You’d die. So no, it’s not immunity or a get-out-of-jail-free card.

It’s a balanced mechanic that fits the Ogryn fantasy, big, strong, resilient. We’re already expected to suspend disbelief for half the game’s mechanics, but suddenly this suggestion is too much because it leans into the Ogryn being strong? Come on.

Calling it “abhorrent” is a bit dramatic. If anything, it adds tactical depth and identity to a class that often gets left behind in flexibility. It’s a class flavor suggestion, not a lore crusade.

me when “get out of jail free” card is somehow “tactical depth”

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You keep calling it a “get out of jail free” card, but that’s not what it is. A real get-out-of-jail-free card has no cost, my suggestion costs you a wound, which puts you closer to death. That’s more like paying the fine in Monopoly, not walking away untouched. It’s not something you’d use casually; in most situations, you’re still better off waiting for your team.

The tactical depth comes from knowing when it’s worth the trade, like when your team is down, scattered, or unreliable. Using it recklessly just leaves you on the verge of death, which is a terrible position to be in. It’s not about removing teamwork, it’s about giving Ogryns a last-ditch, lore-fitting option when all else fails.

I agree. Meanwhile, the developers should release a Space Marines skin for the Ogryn, or it will greatly affect my immersion.Getting back to the point, Ogryns are indeed comparable to Space Marines in terms of strength within the lore, but at what cost? Their low intelligence. So how should this be represented in-game? If they couldn’t open doors, reload weapons, or complete objectives, that would be no fun. After all, it’s just a game—and besides, Ogryns are already overpowered in the current meta. If special infected can’t even counter them, what would be the point of other classes existing?

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Bit dramatic, don’t you think? A class-specific perk that lets an Ogryn break free at the cost of a wound isn’t going to render the other classes useless. Every class has its niche, and people will still play their favorites. At most, you’d see a spike in Ogryn usage after the change, which is completely normal whenever a class gets updated. That’s healthy for the game, not harmful.

As for the Astartes comparison, that’s exactly why this idea fits. Lore-wise, an Ogryn is physically comparable in brute strength, and no Astartes is getting pinned by a net or mauled by a pox hound. In Space Marine 2, we see Astartes parrying Carnifexes and Hive Tyrants. That game leans far more into lore accuracy than Darktide does. Meanwhile, Darktide lets a hulking slab of muscle like the Ogryn get taken out by a housepet unless someone else presses a button.

More importantly, in the lore, the average Guardsman’s expected survival time on the battlefield is about 15 minutes. The fact that the Rejects, have survived as long as they have is nothing short of a miracle, but no one is upset that our characters haven’t been killed off in a grizzly fashion.

But at the end of the day my point is simply this, if Ogryns are pinned by nets and dogs… and Ogryns are as strong as Astartes… then…?

It’s hard to say. If an Ogryn truly can break free from control single-handedly,It does offer more margin for error for novice players, but some highly skilled players might genuinely not need the other three teammates at all. As for Space Marine 2, despite the player squad coming across as overwhelmingly powerful—even borderline exaggerated—in the narrative, but the gameplay feels mediocre.. On higher difficulties, you’re forced to constantly rolling and parry, making it feel like playing Dark Souls. It fails to properly capture the superhuman essence of the Astartes.

When it comes to representing the actual strength and presence of characters like Ogryns and Astartes, Darktide has always taken liberties. That’s understandable, it’s a co-op horde shooter first, with balance and mechanical constraints. But if we’re talking lore accuracy, Space Marine 2 clearly leans much closer to the source material. In that game, Astartes aren’t immune to danger, they can be grappled, momentarily staggered, but never truly pinned or helpless. That distinction matters. It still sells the power fantasy without making the player untouchable. It feels like a real brawl, not just a stun-and-rescue loop.

Ogryns, lore-wise, are often described as having comparable brute strength to Astartes, not as fast, not as smart, but sheer power? Absolutely on that tier. They carry weapons that normal humans can’t even lift and survive wounds that would kill a Guardsman ten times over. If you’re going to lean into the Ogryn fantasy, letting them power through a net or shake off a hound at a cost isn’t breaking the game, it’s bringing Darktide closer to the tone and feeling the lore actually supports.

The argument that this would hurt co-op also doesn’t hold up when you compare it to Space Marine 2. That game has no pinning enemies, yet co-op is still front and center. Why? Because the challenge comes from smart enemy design, pressure, and coordination, not just forced helplessness. It’s a 3-man squad, too, not 4, so every player matters even more, and cooperation is rewarded through momentum, not through being put in time-out until someone hits “revive.”

So no, giving Ogryns a last-resort ability to break free with consequences isn’t about power-creeping or removing teamwork. It’s about giving the class a tool that fits their identity, big, tough, and relentless, while still being tied into risk, trade-offs, and tactical play. Just like Space Marines in their own games: not invincible, but never trivialized.

no

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Old idea, not sure about net free, because it is electric, but dogs really shouldn’t be a problem, maybe with QTE, maybe with cooldown, maybe with big stamina cost, up to all of it, but ogryns should be put down by dogs.

While it is stupid that a dog can hold an Ogryn down considering those guys are as strong as Space Marines, it’s a necessary balance in game mechanics. Disablers are one of Ogryn’s biggest weaknesses to account for his huge strengths

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The last thing ogryn needs is more power

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and you are disabled in the floor, its time to cut your losses, accept defeat and maybe think about what went wrong to be a better player next time.

what incentive would there be if there was a solution to every problem without the risk of losing?

back in the day you used drawbacks for growth, both physically and mentally.

seems like today, when there’s no 100% of winning one needs to brute force a solution instead of improving oneself :man_shrugging:

its a game, a game needs to check skills not portrait “power fantasies”

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Exactly, it is a game. Not everyone plays to suffer. Some of us play to have fun, not reenact a trial by fire every time we log in.

Not every player wants to “embrace the pain” for the sake of some idealized personal growth. There’s nothing noble about punishing design if the only lesson is “get good or get out.” Some people want challenge; others want entertainment. Both are valid.

You talk about risk and loss like it’s a rite of passage, but not everyone is here for a spiritual journey. Some of us are just here to enjoy ourselves without needing to prove anything.

usually i’d say “single player” is the way to go for that kind of entertainment.

moddable and at your own pace.

the second its multiplayer, you perform, compare, compete.
maybe not as actively or excessively as arena and pvp shooters, but playing darktide for an immersive 40k walking simulator, i wager, most people do not.

then there’s malice and below where, lets be frank here, the risk of trapper spam is close to zilch. :man_shrugging:

you dont wanna sweat? pick anything below damnation.

for others, the snooze fest that is auric maelstrom has already been soiled and havoc remains cluncky due to its unecessary mechanics outside gameplay.

altering character traits has worse results on the higher than lower settings of the game, hence its a solid “no” from me on that “suggestion”

sadly i agree, the only half decent single player shooter in 40k was hired gun.
nice filler game but nowhere close to darktide.

on the contrary.
if you clenched your buttcheeks and came out as “good” there’s no more noble result than that, creating better players.

besides, having disablers as a mechanic isnt “punishing” beyond logical decision making based on the situation in front of you.

without that it’d be mind numbing bee-lining to the exit

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I like it.

And I have to say, that always I play Ogryn and I get a dog over me, or trapped by net…

I just feel that my ogryn should get out of the trouble in some seconds.

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“Christ”.

(I am catheric, the emperor is a false god).

That’s a false equivalence. Not everyone asking for changes to disablers or similar mechanics is saying “make the game easy.” A lot of us like high-intensity, high-risk combat, that’s kind of the point, right? But when you get netted or locked down through a wall of enemies with no real warning or way to react, it doesn’t feel like you’re being tested, it just feels like you’re being yanked out of the fight.

Disablers, especially when they can net you from behind cover, through a swarm, or out of your peripheral, don’t necessarily test skill; they punish presence. That’s not a challenge you overcome through tactical decision-making; it’s a frustrating interruption that removes you from the combat loop. In a game like Darktide, where the joy comes from carving through hordes and reacting to chaos in real-time, being pinned while your screen grays out is the opposite of engaging.

And that’s the issue. Being completely helpless in a game that’s all about being in the action breaks the flow. You don’t get to clutch, you don’t get to problem-solve, you just sit there and hope someone saves you. That’s not “tough but fair,” that’s just frustrating.

Playing on lower difficulties to avoid that isn’t a solution, it’s a concession. You shouldn’t have to opt out of intensity to avoid bad mechanics. The issue isn’t about avoiding challenge; it’s about bad challenge design. There’s a difference between losing because you made a mistake and losing because the game imposed an unavoidable state of helplessness. The former makes you better. The latter just makes you stop playing.

Saying “just play on Malice or lower” isn’t really a solution either, it’s basically saying, “play a watered-down version of the game if you don’t like certain mechanics,” when the mechanics themselves could be better tuned. I want to fight through chaos, deal with threats, earn those victories, not get sidelined because a net phased through five enemies and hit me from offscreen.

Challenging doesn’t have to mean cheap. And being good at a game should come from reading situations and reacting well, not hoping a disabler doesn’t take you out before you even get the chance.

So no, wanting immersive, high-stakes gameplay doesn’t mean embracing every punishing mechanic blindly. Real challenge lies in fair, responsive systems that test your decisions and reflexes, not in gotchas that deny you agency.