Dear Fatshark: Talent Tree Changes Of A True Ogryn Geezer

Edit Notice: This post has been updated multiple times and may continue being tweaked until I forget about it or run out of periodic ideas and changes. Some of the things people have read here might be changed. If some comments or quotes don’t match then this could be why.

Ogryn main and massive nerd here. I’m a returning player after the Unlocked and Loaded update that let me actually customize my equipment; funny that. I noticed the talent trees for every class have been updated a bit since I last played. That’s all cool and stuff, but I noticed ogryn still isn’t looking too polished. I’m a massive nerd as mentioned and I love talent trees and think having different & viable ways to customize and vary your play-style is an important aspect in many games such as this one.

Anyways, I have some suggestions on how to make the ogryn talent tree feel more polished and better to use with more viable choice, while playing around and not overloading the good parts that are already there.


As of the new live update Towering Presence is now a prerequisite to Steady Grip. I recommend swapping the location of Steady Grip with Lynchpin so that gunner ogryns have the choice to travel through Heavyweight and not take the coherency talents if they so choose.

imageimage
These two passives are very powerful and essential for any melee ogryn, but also limit the player to only using heavy attacks if they want to survive. Reworking these could be critical for enabling more melee options and play-style variety.
A decent change would be to have The Best Defence replenish only 15% toughness, but upon any heavy attack hit, while altering Smash 'Em! to replenish 7.5% toughness upon any light attack hit. They could then be combined together or allocated exclusively.
Alternative concept: Another option that would enable more light attack builds would be to keep the innate trigger condition while also adding a light attack effect. Lowering the heavy attack replenishment to 15% toughness and then adding a light attack value of 7.5% toughness replenished could enable both passive options inclusively. This conceptual change might be more balanced from the perspective of talent point investment.


Isn’t it kind of weird how insanely top heavy the ogryn’s talent tree is for raw durability? It has a lot to do with the twin 25 toughness passives. All other maximum toughness passives only give 15 in comparison. What is weirder is that the ogryn starts by default with a pathetic 50 maximum toughness, but then gets a massive spike of 25 each from these two passives.
This recommendation is the only one for this post that isn’t purely a talent change. I suggest altering the ogryn to have a default value of 75 or 80 maximum toughess and then replacing these two passives with 5% health on the left and 5% reload speed on the right. This would remove the weird spending bloat in the top of the talent tree and promote more flexibility and diversity in how ogryns allocate their talent trees and/or get tankier.


Let’s talk about the immediately unpleasant perk lockout after choosing a grenade. This isn’t anything overly unfair, but it just feels really lame. I recommend raising the position of the 10% toughness DR passive in the middle so that you can use it to travel between the Slam and Soften Them Up passives.


This ability is by far the least desirable ogryn ability and has some serious flaws that not only make it inferior to the other two, but also prevent it from even fully fulfilling its primary function of redirecting enemies.
The prominent flaw of Loyal Protector is that it’s useless against further away and/or ranged enemies and can only affect the enemies in your immediate vicinity and will not impact any new enemies once spent. In higher difficulties where new enemies constantly spawn this becomes a glaring problem that makes Loyal Protector impotent. I highly recommend changing the effect of the ability to instead Stagger nearby enemies and increase your Threat by +100% against enemies within 15 to 20m for 15s. This would completely resolve the reach and consistency issue the ability faces.
Alternative concept: Another similar implementation would be to have Loyal protector instead Stagger nearby enemies and reduce the Threat of your allies in coherency by 50% for 15 seconds. The outcome would be similar to the above concept with a few nuanced differences.
The upgrade Valuable Distraction would need to be adjusted should the ability no longer applies the Taunt debuff. The new effect could be you and allies in coherency gain +15% damage for the duration of Loyal Protector.
Another large issue with the current Loyal Protector is that it is the only ogryn ability without an upgrade that replenishes toughness and will just leave you a vulnerable sitting duck in fights. Big Lungs wouldn’t be relevant with the above change and so could be replaced with Big Heart which would grant replenish 5% toughness a second for the duration of Loyal Protector. This would enable an upgrade option to help the ogryn survive the onslaught of enemies he has brought upon himself.


The stacking for this one is a bit extreme in the amount of enemy hits required for good returns. Perhaps raising the stack value to 3% damage while reducing the capacity to 10 or 15 stacks maximum might add some desired consistency to an upgrade that needs to compete exclusively with Pulverize and bleed builds due to the ability upgrade lockout.

image
This talent fully deserves a nerf down to +3 stacks on heavy melee hit. You would still be able to apply the same amount of total stacks on an enemy, but it would just take an extra hit to get there. Simultaneously this talent could be buffed to help enable more light attack builds. Make it so that Batter also inflicts +1 stack on light melee hit. This would single-handedly enable light attack weapons viability with the rest of the bleed talents and open up more melee options for players.


Many people on this post and others have suggested that Crunch! work mechanically identical or similar to the Thrust weapon blessing, which is just a solid idea in general. This talent would also feel more relevant against hordes if it granted 40% cleave too.
Alternative concept: Another idea would be to replace all bonuses with +100% critical chance on fully charged melee attacks. This would enable melee critical blessings to actually function on a class with barely any crit chance.

image
Does this talent really have to be so awkward? Maybe this should only stack up to 10% or 15% increased damage, but apply to all damage for the duration and not be consumed by your attacks. It would be nice to have a bit less heavy attack dependency on ogryn after all.


This is pain. Currently the aura only increases coherency regeneration rate. I recommend changing this to a variety of separate effects that would match the protector thematic better. Honestly, we’ll take anything else…
Concept A; increase ALL toughness replenished by 15% or 20%. Just generally good for recovery.
Concept B; reduce damage taken by 10%. This would be like a variant of the zealot’s Benediction since it’s weaker, but also applies to all health damage taken.
Concept C; replenish 1% toughness per second. I’m low balling the numbers for this one since permanent regeneration could potentially get out of hand.
Concept D; increase global Impact bonus by 25%. Synergy with the prerequisite passive Hard Knocks.
Concept E; you have +50% threat. This would help take the heat off of teammates, but I don’t recommend this option if my above change to Loyal Protector were to be implemented.

image
This passive is alright when you can use it, but the activation condition is too limiting in when you can actually benefit. Lower the amount of enemies need to activate the buff to hitting 3 or more.


Get Stuck In could use a duration increase to 5 to 8 seconds to make it more relevant. This talent could also just be completely replaced with something new.


This effect is too constricting in how it works and the times when you get notable value out of it are incredibly niche. This is doubly bad since the talent has to compare location-wise with No Push Over which is one of the better defensive ogryn talents. The stacking portion of this talent should just be removed and then the rest of it should be compensated. Buff the numbers to 30% damage reduction when a rescue-able ally is within 30m to increase the relevancy. I heavily suggest the radius buff, even if the rest of this idea is debatable.
Having Won’t Give In also activate when you yourself are in trouble could give the talent more emergency value as well.

image
This passive is the bread and butter of bleed ogryns, allowing them to survive in the middle of mayhem. I think it deserves a nerf when I weigh it with other defensive talents, but it doesn’t deserve an execution. I recommend reducing the extreme end of things by limiting it to 5 maximum stacks.

image
Rending and brittle apply to bleed damage, which is insane. A lot of people also aren’t fans of so much rending being in the game either which I can get behind. Recommended change; 15% damage for 10s on elite kill. Solid damage for going on a rampage without being game breaking like rending can be. This would also be more versatile since a universal damage bonus functions against all enemy types; meanwhile rending is extremely potent, but only relevant against armored enemies.


This passive is only relevant if your toughness breaks since the ogryn is nearly immune to stuns while toughness is up. This talent should also make the user immune to knockback effects during heavy attacks. This would be useful against shotgunners and flammers amongst other things.


While it may be minor, this small passive should grant 5% melee damage instead of heavy attack specific damage.


Allowing Heavy Hitter to stack off of light attacks with the Brutish Momentum upgrade makes sense and would enable light attack oriented weapons to have a foot in the door amongst the ogryn’s arsenal.
Making Brutish Momentum not require the prerequisite upgrades Just Getting Started! or Unstoppable would also be a nice accessibility change.


This upgrade is a bit underwhelming compared to other replenishment talents that ogryns can access, especially considering it needs to stack up. A simple change would be to increase the bonus to 150% increased toughness. Not a massive buff, but enough to make the talent more considerable.

image
The tankyness in the bottom middle branch of the talent tree is simply lacking in raw numeric value. I recommend changing this passive stat to instead grant upwards of 10% damage reduction so that it can affect toughness damage taken. This would also strike an equilibrium between the pre-nerf and post-nerf imbalance of the Feel No Pain keystone directly below it.


The toughness replenishment from this only applies to coherency regeneration and the keystone was nerfed a while back so that stacks are currently lost from any damage and not just health damage. You can only regenerate toughness if you are missing toughness. If you have been hit then you have lost stacks. This regeneration buff is self defeating and irrelevant now. I suggest removing the replenishment bonus all together and then reworking the following upgrade passive:


Toughest! suffers from the same issue as the keystone mentioned above so I recommend replacing what it does entirely. Change this to replenish 3% to 5% toughness when a stack of Feel No Pain is lost. This alternate keystone upgrade could help take the edge off of losing stacks from hits by working to counteract the weakness of the Feel No Pain keystone; sustained damage. The effects of this new upgrade and the damage reduction from the keystone could also be interchangeably swapped as long as the numeric values were also changed to match the power of a keystone and an upgrade modifier.


This keystone and it’s upgrade passives are very synergy restrictive. This keystone is practically exclusive to the high fire rate Heavy Stubber marks only in its current state. I recommend changing Lucky Bullet to instead always trigger on a 12 to 15 second cooldown. This would make the keystone viable on every ranged weapon type and open up more options for big karking luggers.

image
If the above keystone change were to happen then this passive upgrade should be slightly adjusted to reduce the cooldown of Lucky Bullet by 1s when you hit at least 1 enemy with a ranged attack; allowing high fire rate weapons access to continued synergy with the keystone.

So yeah these are all my recommendations for clean and easy ways to improve the Big Fella’s talent tree. I hope Bigshark sees this. Any thoughts?

7 Likes

I think rending strikes isnt that good and that onslaught is way better. I never play with rending strikes and I dont pair it with onslaught either. Not that this has anything to do with ogryn but still just my comment.

1 Like

I agree. Veteran’s Rending Strikes would be nicer if it was around 15%.

Yeah, I agree.


Fully charging melee is so bad dude, I would consider this talent only if numbers were higher to actually increase my DPS.
I just checked and counted frames in the 30FPS video, that Not fully charged attack takes 31 frames and Fully charged attack takes 67 frames.

(numbers tested against Carapace Headshot: Heavy - 838, Thrust charged heavy - 1341, Fully charged heavy - 1697)
The damage increase with Thrust and Crunch is around 203% while time investment is 216% more, which sucks ass.
(note that sample size is ONE, FPS is 30, and my talent tree is this, the only thing that increased damage not passively is Furious)


That would be cool, but maybe including it with some talent would be better.


This sucks


I do not agree, it’s there to synergize with Bruiser.


Well, it was 30% at the start, and they gradually nerfed it to 10%, so I don’t think that Fatshark will change that. But I will be happy to return to good old days of Ogryn domination, no elite has a chance to survive :smiling_imp:


I really want them to do at least something with Ogryn’s Talent tree, especially the one on the Right, it sucks, besides the Ult - it’s great

3 Likes

To be fair, Towering Presence also has synergy with Bruiser. It’s definitely a bit less though.

1 Like

Love the first suggestion, Soften Them Up is too good for me to pass up! As a result I rarely bring rocks :frowning:

As for the +% aggro node idea, I think it’s a good one. Far too many ragers just beeline straight past me, like am I not a threat? However I’d be a little put out if it’s right there since that’s a pretty decent damage node rather than just for tanks.

I fully support Crunch getting buffed from 40% → 100% bonus damage :muscle:

5 Likes

Not to be confused I think Hard Knocks should stay. I think the 5% hp passive should be what the +25% threat passive replaces.

Nothing against wanting to update Ogryns, but may I argue against some of your suggestions?

Get Stuck In and Towering Presence swap. They’re both basically tax nodes but their placement makes sense if you consider Get Stuck In gives Tankgryns that small burst of mobility after taunt and Towering Presence is mostly for Coherency toughness regeneration, which applies more to backlining gunluggers. Their placement makes sense if they were any good.

Crunch needs something other than 40% cleave to be for me. The only people that like Crunch are cleaver meme users doing a Thrust+Unstoppable Force thing.

More power to them, but the only way I’d take Crunch is if it increased the attack speed of heavy attacks so the time sink isn’t so unnecessary.

1 Like

I really think the biggest killer for this one is requiring full charge for any benefit. Should apply linearly in stages similar to Thrust and without any further changes it’d immediately be a lot more appealing.

That said I too like winding up big swings into hordes so certainly wouldn’t complain if it was given bonus cleave, or just changed to power generally.

4 Likes

I disagree with most of your suggestions, not cause it doesn’t make sense, but cause it is only buffs while we already have too much power.
And considering what I see, the Ogryn is not behind other classes.

The 10% toughness DR passive is fine. It force you to make a choice and this exists in all talent tree such choice that put a pressure on you. The change would be a big buff… so not agree.

The taunt (that is my preferred ability) has already a talent to increase its radius. Increasing it is too much.

Crunch is already one of the greatest talent. The cleave bonus would be, again, a big buff.

The +25% threat is a good idea… but why not putting a +x% threat to the taunt ability?

Stay close is fine, in my mind.

As others, I don’t agree with the swap you proposed (Get stuck and towering presence). Also putting Get stuck in just on side of unstoppable momentum would give too much move bonus without having to sacrifice points (precision I already put get stuck and unstoppable momentum to get huge move boost when activiting point blank barrage).

Dominate… I disagree and by a lot. Rending is a problem in darktide. 10% is already very good. At 15%-20% this is too much.

Brutish momentum is perfect. No need to break it (and I think there are words missing in your sentence)

Toughest change you proposed would not work in my mind. I prefer that they let it like that, with, however, a change on the keystone (a part of what you suggested, I comment it later in this post).

What I slightly agree:

Fatshark nerfed a lot bleed. I agree that putting 6 stacks would be nice while not being a big buff.

I don’t know here. I see few weapons that can hit 5 enemies. Would it make a great difference to lower it to 4?

I agree on the part that it should remove stacks only when toughness is depleted.
I disagree with the buff of damage reduction. This is already good.

1 Like

Oh wait, I’ve never thought about that. You are right.
But I am still not sure if switching them is a good idea

Reading through the other parts of the post more thoroughly, I’d like to throw my two cents in on this one too. I think Rending strikes is a poor comparison point to Dominate for two reasons.

  1. Talent accessibility. Pretty self explanatory, Dominate is a good bit easier to force into your build.
  2. Accessibility of bleed. Ogryn is swimming in bleed procs which benefit pretty hugely from rending. I’m pretty sure that’s the main reason it was nerfed in the first place.

All that said yeah it wouldn’t be egregious at 15% Don’t really mind either way but didn’t like the comparison much.

For Feel no Pain I do agree generally that coherency regen increases don’t really gel with middle path playstyle.

They could swap it from:
toughness_regen_rate_modifier

To:
toughness_replenish_modifier

Which is what Too Stubborn to Die uses and works like so:

Obviously ignore “doubles” since that’s specifically referencing TSTD’s +100% bonus.

Honestly I’d be afraid of that change being too strong but the numbers could always be tweaked down to find a balance point :person_shrugging:

I don’t really feel strongly one way or the other on any of the other suggestions.

2 Likes

I was this close to saying earlier that the only talent swap i could picture is dominate and delight in destruction since delight in destruction is a dead node without pulverize and dominate probably gives a bigger benefit to damage over time.

Then I thought… if gunlugger is already one of the best damage classes then delight in destruction tax is probably fine.

2 Likes

This is a good idea!
But still I think that the stacks should be removed only when toughness is depleted (and that’s also the reason why I think the proposed change for Toughest change is not good)

EDIT: to add to this… I feel that this keystone is really less interesting than the 2 others choices. Not cause of the idea behind it (playing as a tank), but cause it gives a lot less than the 2 others.
So, I plainly agree that something should be done about this keystone.

I would agree… if Fatshark was not a snail at balancing…

counter idea :
leave the values as they are but apply shorter heavy charge time when crunch is chosen as a talent.
the problem with crunch for me lies in the long charging time that completely negates the flow of the game for me.
personally i can´t afford to wait for the heavy to fully charge every time i evaluate an encounter and switch fast or discard “plans” altogether in a split second.
standing there slowly drawing your arm back while everything around you turns to :poop is a recipe for failure.

so, in a balanced way (how to balance would be the tricky part) crunch could reduce your overall heavy charge time, hence give value in every encounter.

of course not past the point you become a heavy-whack a mole-gryn but a tiny buff would make the talent point worth your while.
you´d have to sacrifice another for that anyways.
so net-damage or debuffs/dots in exchange for overall faster heavy swings…
could be a good tradeoff that´d allow for a faster gameplay.

It used to apply 6 stacks, but it got nerfed.

I think that the issue with this one is, that it requires FULLY charged heavy attacks. That is quite terrible. Maybe the talent should work in a similar way to the „Thrust“ blessing, where you gain more and more of the bonus, the longer you charge your heavy.

I am pretty sure that you can pop out two regular heavy attacks, before you finish a single fully charged heavy attack.

It used to be, but it got nerfed.

3 Likes

I’m very curious about your high regard for what I’ve always thought was not a great talent. :thinking:

3 Likes

Cruch + Trust… really good (even if it is multiplicative between the 2)
Especially cause it is additive to damage boosts

For memory, here the enhanced description

Here I agree
Even, if, in my gameplay, I take advantage of it as it is actually.
But I would not mind that it would have 4 charges of +10% damage and impact.

EDIT: by “I would not mind” I mean that I would pleased to see that done

2 Likes

Agree on this, I’d rather see Big Lungs become something else however and have the base radius increased.

Everyone else seems to have already mentioned it, but me aswell would like to see it be made into something more like the thrust blessing (in the way that it gains stacks gradually).

We already have Attention Seeker and Loyal Protector, the other route you could’ve gone would be more crowd control to keep teammates safe, but there we have Slam and No Pushover (still hoping for a cooldown reduction, or a way to “save” it for specialists or elites). So this change would be a disagree from me.

I’ll disagree on this, the movement speed for Loyal Protector Ogryns is to important. And Having Get Stuck In in a central position makes it an easy dip for every build.

Sorry, but I feel that the game needs less ways to break armor. 10% is fine.

I’ve always felt that it was wrong aswell. The more hectic or worse an encounter grows the bigger the chance that you’ll get lower and lower in Feel No Pain stacks. Still, I’d say that overall it is fine, but I’d love to see that Strongest! keystone modifier would give back 2-3 stacks instead of just one.

In all honesty, I think anyone asking for a buff to dominate (and other rending talents) should just be ignored, plain and simple. This game needs fewer ways to trivialize armor, not more. The other strange request here is buffing pulverize, which is strong enough already and works as an enabler for other talents to boot.

As for the rest of it, I don’t really feel too strongly about most of it. I think what the ogryn really needs more than anything else is to escape his overreliance on heavy attacks. If we’re talking ogryn talents, that’s the elephant in the room. That said, I’m not against smoothing out a few edges here and there.

2 Likes