I can’t even begin to count the amount of grudgings here, wazzok.
I think the proper solution to this is adjusting shout. Just giving Ogryn a defacto chorus tier stagger isn’t the right choice. It’d be pure powercreep. Also, chorus shouldn’t be as spammable for what it is.
Shout was balanced so well in VT2 so I dont understand how they messed it up this bad. It needs to either have heavily reduced stagger or heavily increased CD (perhaps make this a mutually exclusive talent choice) and no longer give gold toughness. Chorus is close to being fine but zealots and psykers CDR are quite overtuned still (psykers has never been as much as looked at)
Yeah the problem is the other classes for sure, but still. I’m fine with the pulses not staggering, but then the initial shout should be like the veteran one at least in terms of crowd control. I know oggy can push trash around now with the dodges, but the shout coming from him barely flinching poxwalkers just seems wrong.
It doesn’t barley flinch poxwalkers, it flinces every enemy, including crushers, regardless of stagger immunity. The new iteration is quite good and I don’t think it needs any other buff.
The only thing I don’t agree is the 10% toughness replenishment per pulse.
I’d much rather have the first pulse give 25% back and subsequent pulses just work for the aggro.
Regardless finally the ability is working as a properly CC tool. I’m very happy with this change.
Damn. Hard Knocks is still just a more conditional and harder to access version of Soften Them Up.
No idea if you know/can answer this, but does the pulses for the new Taunt wording stack when it comes to the toughness regen? (as in, after the first pulse, will additional pulses add on to the total until the final pulse at 6s finishes it out to the final 9s?).
I ask just due to this seeming a bit difficult to manage the regen at least if it doesn’t work that way. Granted, ‘if you’re not getting a lot of regen you’re not surrounded by enemies so probably don’t need it’, and you still get the 10% every pulse so that’s good, but I was kinda excited at the prospect of ‘shouting and taunting and entire wave, getting psyker shield like regen for the duration, and then even if all the enemies drop I can still run toward the next set with the remaining regen window’.
But now, you’ll get a hug burst of up to 40% toughness the first 3 seconds, then it likely falls away as stuff falls, and if there’s a bunch of gunners that can be troublesome. Granted, you’ll be able to hit the gunners with subsequent pulses if you get over to them, so there is that…but I’m still thinking having it all ‘stack up’ as the pulses go and keeping it at 10% for the remainder of the seconds once you hit it would be nice and iron out these worries about the regen amount.
As right now it’s pretty much ‘30% over 6 seconds, 30-who knows how much% regened over 9s’, verses being able to know before ‘for 10s I have X amount of regen based on the amount I initially hit’, and could plan for such.
Other than that, moving bruiser down makes sense, doesn’t seem as potent but letting it be what is effectively a 1 point cost to grab over 2 is good. Not sure if anything else got touched but I was an advicate for it looking good before so I’m fine with that XD.
I feel it would be better served in a more central position within the tree, where it would not be favored towards a singular keystone
would be cool if they built CDR mechanics into the skills to be honest. Melee hits for the charge, staggers for the taunt, crits for zealot charge, coherency amount for vet shout etc. It’s kind of lame that there’s CDR talents on every tree and they’re just basically required. Just bake them into skills and balance them accordingly so you dont end up with chorus with 100% uptime, but you can still have CDR mechanics to engage with.
In fact didn’t you get CDR in VT2 for hitting stuff or taking damage depending on class? I might be making that up but I feel like some classes got their CD back pretty fast when getting hit
Shouts in VT2 also staggered everything in the game, including bosses, and I remember vividly how VoC felt before it even staggered elites reliably, that is to say god awful.
Probably a hot take but I’d sooner see VoC stay as broken as it is than see the stagger ruined. That’s like half the damn point of a shout Ult.
Literally just nerf tactical awareness the same way as bruiser, this will likely solve the spam issue on its own (assuming they also address Psykinetic Aura). Maybe given duty and honour a cooldown nerf as well if that doesn’t turn out to be enough.
Yes. However it was pretty radically different for each class, was generally overtuned and encourage pretty stupid amounts of hit trading on high thp generating classes.
Generally I would not recommend. One of the first thing most balance mods nuked to the ground to increase challenge.
Damn it they purposefully swapped the good damage and bruiser so now i have to get it and go deeper for my leet dps ><
Assuming per second… lil more understandable now though.
Yah but you could do both…
- Still no swap of Furious and Lynchpin
- I’m thinking they nerfed Bruiser so you could get Maximum Firepower keystone and double range CDR… bad idea too much range spam…they love gunners…nvm 80s CD WOW
- No Pain still tax talent in way of tree… though probably always taken gives less choice
- Middle tree still 3 deep to keystone compared to 2 deep for others and 2 deep to aura compared to 1 for others.they hate middle tree.
Absolutely, but Hard Knocks is locked behind No Push Over which is a push boosting talent. So if only ‘melee attack’ staggers can activate the damage boost then the talent has no synergy with its prerequisite. Furthermore, even if allies can also benefit from it the conditional bonus is too narrow.
This is a LOT of utility for a damage talent to be locked behind. If it’s too niche then there won’t be a point to ever take it over other options.
I think the reason why Hard Knocks it’s so hard to access it’s to somehow limit other damage buffs you can pick at the same time.
I believe that those two talents + skullcrusher can stack up some insane bleed damage on a shield.
It does work on Push, description is a little outdated.
I think it’s fine. I feel like the damage talents above the FNP keystone are in a good spot there because they are supposed to give tank ogryn some much needed extra damage, given the fact that you won’t go heavy hitter or the damage aura if you are gonna play the “support” role.
Not every build needs all damage buffs, and I feel like the pure left side gives you enough that you won’t miss any of these.

It does work on Push, description is a little outdated.
Thanks for the clarification. I’ll take this problem out of my ogryn rework thread.
Hmm no extra rations talent? sus
Someone say nosh!?
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