Writing on mobile so I’m not going to screenshot the new stuff. Have fun spotting the differences.
Discuss.
Writing on mobile so I’m not going to screenshot the new stuff. Have fun spotting the differences.
Discuss.
Still, I feel like the toughness replenishment is now too low and conditional with the follow up talent, given what relic and shout can do for the whole team with just 2 points. Ogryn gonna need the aura and FNP to make it worth something, lots of points there. I feel like taunt just needs to give you 50% shield base instantly, and maybe another 50% for that last pulse, and that’s it.
Also if toughness is not gonna get buffed, and the other 2 talents will still lock each other, the taunt needs another passive to make the cooldown reduction on stagger worth it. For example it could give ogryn the new parry passive for the duration with a lot of stamina block cost reduction because you are taunting the entire screen.
Ogryn has a severe lack of stamina related talents for being the tanky class. For example, I would much rather take a -0.25 delay instead of 5% TDR, 10% damage or 15 toughenss node at this point. “Pumped Up” and the new “Slam” are decent, but meanwhile psyker is out there with a single node giving almost unlimited blocking, and veteran can regen stamina with any of the keystones.
Edit: Apparently 2nd and 3rd pulse don’t stagger. Are you joking? We have a small tiny man throwing all enemies to the ground by screaming a bit loud, but the 2 ton ogryn doesn’t even stagger them properly with the initial shout.
Please tell me that Ogryns now also use multiple voicelines (one for each “pulse”) when activating Loyal Protector. Like Ironbreaker from Vermintide 2 or Chorus Zealots from Darktide.
It would be OP, considering how Taunt CD is fast to farm with stagger. I suppose toughness refill procs on repeat, but CDR on satgger and No Pain lock each other, wich is good.
No? It barely stuns the enemies. It’s a worse relic with less pulses and more CD because even with bruiser and that stagger node, I bet you a zealot will get it faster with crits, plus help the entire team. If taunt is gonna remain mostly a self buff it needs to be freaking strong for the ogryn, even more than this.
The bare minimum they could do, if it’s not more toughness regen or some sort of stamina buff, it’s to remove the lock between stagger and damage.
I mostly just dislike that I can’t get to Big Boom and Fire Away when I take Indomitable (Bull rush). Gunlugger doesn’t seem to be great for Rumbler, so you’re forced to take taunt if you want to use rumbler with aoe dot application.
Yes?
As if Relic and VoC are not problematic.
Spamming light attack with shield club or just pushing (i don’t remember how shield heavy-cancel loop was effective), you will have like ~4-8 sec cooldown. It’s near VoC level spammable.
Zealot relic can proc on damage taken instanly if you hp was deleted in a glimpse.
That’s definitely not true. Procs once per stagger action regardless of how many enemies have been staggered (elite, trash doesn’t matter either). Maybe you could get it to like half cooldown by really spamming, but still, you’re losing the only team wide buff that taunt gives. No, I don’t consider getting aggro a true team buff when everything dies to a sword poke in this meta.
Again the solution is simple, remove the lock or make base taunt even better so there’s a reason to pick the cooldown. Anything, from a stamina buff, stagger on 2nd and 3rd pulse, damage reduction… just pick a single one of those really.
How it’s not true when it was an easy strat for Twins. Ogryn can alsmot taunt lock Rodin, while rest of the team doing Rinda. Go spawn a horde in psykanium and try it yourself.
I can’t prove it but there maybe stagger power dependence, i think pushes farming CDR faster than lights a bit. And when you spam it doesn’t matter how many targets. Because taunt lasts for 15 sec. When it’s effect will ended you will farm you CD to those numbers i said.
The 4-8 sec cooldown is not true because I just tested it, that’s why I said you can maybe get it to half but nowhere near close to that (which is good don’t get me wrong, veteran levels of CDR would be broken). And you’re right saying that spamming pushes can be a bit faster than lights because the reduction doesn’t have an internal cooldown (can only do with a shield though).
It will be an alright pick in this patch, I hope. It’s just… the 25% team damage is too good, even more now because it has 3 pulses. But I might try cdr to farm a lot of toughness because now we can get replenishment to crazy levels. We’ll see.
That’s why i placed ~, 4 is probably if there is a psyker, but ~8 in my memmory was somewhat a regular thing.
Also i forgot to mention Bruiser provides CDR on elites kills aswell, so it should be mixed horde
Anyway i can’t check it myself right now but later.
Who ever came with that taunt pulse idea is a genius!
Did they also switch Bruiser to be more accessible or was it gonna be like that?
For the record/transparecy, these are all the changes listed by one of the playtesters on the official DT Discord server:
Good changes overall. I’m mixed about the Bruiser having switched its places with No Hurting Friends, but I suppose I’ll have to live with it.
oh Steady Grip has the real numbers listed now, as well
12.5%
I’m mixed too but mainly because I thought this was gonna be an update to make things balanced and not so reliant on CDR buffs, or making them harder to access. Bruiser in that spot just means ogryn has 29 instead of 30 points because it’s an instapick in this new spot.
Truth be told, it was an “auto-pick” regardless; there’s no way you wouldn’t want that on any Ogryn build.
I don’t know how you tested but here are 3 scenarios i played
For ragers it was 3 seoncds CD for retaunt when the first time effect ended
For bruisers 3
For mixed horde 4 seconds (would be 3 probably or even insta retaunt, but i loged in for the first time in two months and my brain was farting on combat tempo)
Now organicaly in runs there are situations when you need to swap on range weapon and it’s just faster to kill stuff then farming CDR. BUT if you need to kite or you can’t kill things fast enough, CD on Taunt is ~8 seconds is the worst case scenario (like crushers blob focusing you and noone can help)
I think it’s good. Heavy hitter builds didn’t specifically need even more damage (via the strength) but bruiser CDR is nice regardless of the nerf and makes it reachable now. Wish they had instead replaced the 20% swap speed with it (or an actually interesting talent on the class with no ranged weapons worth quickswapping to that don’t already swap instantly lol) but that might be too strong.
It’s a net neutral change. On one hand, despite NHF being an obscenely good skill, Bruiser isn’t locked behind a tax-node any longer, so grabbing it without overinvesting is possible. On the other hand, if you want to take both skills, you spend the same amount of skill points, so not much changes with that in mind.
I generally also like the wield speed skill, even if it isn’t amazing. It’s allowing for either a bigger window to make mistakes, or allowing more skill expression in terms of swapping timing for risk-taking actions. Even if it isn’t amazing on paper, it will likely have an impact in these regards, and be relevant especially on builds that will frequently swap weapons (there will likely be a hybrid melee/ranged build of sorts, as well as builds that will still use slow-to-swap-to weapons like Kickback or Rumbler).