But yes. I don’t know why they made light em up have a unique cap to flame stacks that does stupid damage, it should definitely be reduced a solid bit or just make it have the normal max flame DoT stacks.
For 1 shotting enemies, but does it cleave very well or are you screwed into hordes? I know there are a couple of sweeps thrown in there but they don’t seem to be enough to justify running full light attacks.
I would always stay on heavy hitter because not running bleed is generally crap melee damage unless you have a pick. And picks have a great interaction with bleeds because they cleave so many enemies, against the tougher trash that can actually survive being caught in a sweep they just die to bleed instead.
But the only -genuinely- bad lights are the Krourk 6 cleaver (these never received any buffs since forever so they are stuck with launch state ‘assassin’ cleaver profile of 3 enemies hit with massive cleave damage fall off). The vanguard light attack has the same cleave damage targets as the heavy vanguard swing, and hits targets 3/4/5 for the same damage. But you can fire off like 3 of those in the time it takes to do a heavy swing. The club light attacks actually do more cleave damage than the heavy - that move is very much for staggering elites, knocking over large numbers of horde or doing unyielding damage. But not your bread and butter unless your toughness/heavy hitter are falling off.
Similarly the new pickaxes have a disgusting vanguard light set up - 6 targets damaged and much better damage curve than a shovel heavy, especially to armor. There’s also frame input data similar to weapons humans have on pickaxes, to where you can combo into certain moves very fast. None of these chains go into heavies, they’re all off lights or into special/push attack. So pickaxe is greatly enjoyable despite being so hugely power crept, it encourages paying attention and even has unique combo strings to moves that only come after other attacks. Much better moveset utility than a follow up punch to the slap they nerfed all the stagger power on.
Even with thrust, those weapons only give stagger. You need more than 2 hits to kill the most basic enemy in the game, and with that stagger, it’s a real hassle. You need a melee build, and not to mention something tougher like a gunner. Plus, with only 1 crusher, the whole area of your hit stops there.
It seems like you haven’t played recently or at least not on a high difficulty. The bully club used to really delete hordes, but since the last time they touched the balance, the weapon doesn’t work well anymore, and it takes several hits to kill even the most basic units in the game. Not to mention the nerfs to the Ogryn’s defense compared to previous patches, it’s much worse now.
ye so when mobility is the most common dump stat/least paid attention to by the average player and true soloing requires to have good movement, true soloing is then a good signifier of how well rounded a player is ; where the most developed player in all areas is able to complete true solo. That being said, when a class is handicapped in one area as base and essential as movement, it likely already is the weakest class. Also, lets say 2 S class players play ogryn and another class both with perfect kill potential, you then gotta look for other ways the 2 players/classes could fail. Movement. Either way, you can’t be the weakest if youre playing alone.
Shield built with bleed and taunt on block is pretty nasty and basically makes ragers a massive joke whilst also memeing on most shooter trash mobs that shoot at you. Good chunk of the weapons could use some love though, yes. Big issue with the shield is that it’s very one dimensional, just spam heavies all day.
no it isn’t. anyone playing true solo is doing it to gain control of how the enemies spawn, it’s a way to make hard modes easier by forcing predictable enemy deployment. always has been, it’s why i hated people in vt1 that bragged about it because i knew they were garbage in a team 9/10 times.
I’m even someone that has been doing true solos in L4D-likes since L4D days and that is still an absolutely absurd statement.
Bonus points that you say it’s showing how well rounded a player is when doing true solos requires an incredibly specific skill set overall and shows nothing about a player’s general team awareness/teamplay.
So, I’m over level 1000 on Oggy, here’s my thoughts on slab. I don’t think he’s the weakest class, I feel that it’s user-error & understanding the core mechanics of Ogryn in order to be effective, he’s the least played class that’s why I’ve been running him more to show people Ogryn’s can be dominate. Yes, he’s a bit slower & clunky compared to other classes. His strongest build is probably a hybrid of Point Blank Barrage w/ Light Em’ Up & Feel No Pain that combination or even Heavy Hitter. You’ll be a tanky, damage output monster. One of the strongest builds in the game actually in my eyes. You can melt bosses & destroy almost anything with the right skill set. I very much enjoy playing Ogryn, although it can be a bit boring with not a lot of weapon selection. I feel as though you’re playing the same stuff over & over. I can tell you this, 90% of the time… I have the highest damage output on the scoreboard & I’m the last to go down in a fight that has to tell you something right there… unless there’s a pretty damn good player on the team which is somewhat rare in pubs. I’d say to be honest, I am an above average player, so that obviously helps with all the practice of course maybe not on a Telopots level, but I’m getting there. My advice to you is this… Dodge slide all the time almost to take as little chip damage from gunners that’s Oggys biggest threat in my eyes because of hit mass. If you don’t feel super comfy with that put Damage Res against Gunners on Curios to be slightly more tanky. Also, run Feel No Pain down the middle tree you’ll be even more tanky, so that you can practice in games until you feel confident enough to switch to Heavy Hitter. Also make sure you shove & block don’t be afraid to do that especially with shield it’s very effective to stagger for some breathing room people over look that heavily in matches you can use the node ‘No Push Over’ it’s a great game changer in my eyes when you’re dealing with like 10 Ragers or like 5 Maulers. You can knock them back on their asses. You have so much stagger from your weapons that you can kill almost anything before it has a chance to even touch you… The strongest classes right now are Zealot or Vet for obvious reasons. Gold toughness, damage resistance, speed & weapons selection, plus there’s so much more. Zealot might be my personal fav. Although, unethical… The Dueling Sword & Bolt Gun, plus Shroudfield are probably one of the most broken & powerful builds in the entire game besides knife. It’s fun, but even that can get boring too lol. All-in-all, I really hope they give Oggy more love with newer weapons & stuff like that. Hope this helps? But really… a good team will share everything & watch your back if the opposite happens selfishness can get you killed. Stay together & you’ll most likely come out on top. Listen to the sound cues as best as you can turn music off to know where enemies are be aware. Some sound cues are broken which sucks, but use Spidey Sense Mod will fix it.
look, i’m not debating that solo takes skills.
clearly people pulling stuff like that off are above the cut.
what i argue though is “solo” changes the way the game is played so fundamentaly it isnt the “full” experience.
like pairing an mma dude with a boxer and say “kicks are off limits”
game puts you on the bench the moment you’re disabled.
so changing them to a health or limited timeout penalty and then lets you off the hook again in a true official solo mode, would be closer as to how players deal with the full roster of map spawns instead of bee lining, avoiding most encounters.
That’s literally not true at all… Stop lying. You can 1 shot crushers with Branx, Crunch & Thrust with overhead & with the right blessings too you can one shot lower enemies like Bruisers with perks also on weapon like unarmored or infested, plus maybe armor too as secondary depending on the weapon of choice. With shield even Brutal Momentum & Skullcrusher can 1 shot with H1 cancel block attack like 5 Bruisers at once with one shot, one shot… I don’t necessary use that, personally not my playstyle… But go into the Psykanium & see for yourself. If there’s a pack of elite gunners you can easily clear about 10-15 of them in literally 3-4 swings of the Karsolas pick, you can dominate like crazy with right blessings on if it’s just one gunner again for example… you can still use Branx 1 shot. Literally… go watch Jay Brodi’s gameplay on Youtube with his builds. Automatically saying these things I can tell you have little experience on this topic. I don’t mean to sound like an a-hole, but don’t say b.s. with confidence… The only thing you’re correct about is Bully Club’s not being amazing at horde clear, but it could be better, yes. You can still do okay with Haymaker & Skullcrusher with hordes, but even better with packs of Crushers or Maulers that’s where club’s shine the most against armored types. Index Gaming posts almost exclusively Ogryn full games of Auric Maelstrom you can see it for yourself too. I literally have over 1000 level on Oggy as well. I use him daily obviously. The nerfs are slaps on the wrist if that… He’s still a beast. I almost still never go down in games. I hardly noticed the tiny nerf at all in DR. He has other hidden passive damage reductions too also. Ogryn will still have his invisible passive talent that gives +20% toughness damage reduction and +20% global damage reduction at all times. It’s still crazy strong to stack toughness on Ogryn. So, it’s not like it’s super bad all-in-all.
Here… You do realize that Ogryn passively takes 36% less damage to toughness out of the gate right? As in with zero talent investment they just take 36% less damage to their toughness at all times.
20% less damage to toughness specifically, and 20% less damage globally which combined with the 20% toughness damage reduction becomes 36% (1-0.8*0.8 = 0.36).
Those passive talent nodes just add in another toughness damage scaler, and while they are crazy strong you are kidding yourself if you think only having easy access to two of them makes Ogryn bad.
So before the toughness damage taken was 1 - 0.80.80.7 = 0.552 or 55.2%.
Now it’s going to be 1 - 0.80.80.8 = 0.488 or 48.8%.
While losing 6.4% toughness damage reduction is significant because % scalers have exponential scaling, it’s nowhere near as huge as you are probably thinking.
ignore my previous gibberish, trying new painkillers against the nurgle crap, stuff makes mind smooth as ogryn
my sincere snot nosed apologies, replied before reading the whole thing.
ogryn slow today, sah
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by the way as we currently are at the topic:
would adding “commentary” have a broader appeal?
pal is arguing with me all the time since youtube, algorithm seems to hate my guts but personally i’m content with the least obstructing UI and providing raw gameplay for immersions sake(hardly got voice actor level voice)
then again, apart from callouts and swearing in the heat of things, a non native speaker adding “ogrynglish” i got my doubts, sah
Commentary might be better… Darktide Youtubers views do great from what I’ve seen with speaking… I also edited my last post to show him some of the math of the small nerf Damage Reduction which isn’t a big deal either.
Hey yeah, I agree that slide dogging is the start but that like SM2 dodge roll all over again… Could you post some of those hybrid builds ? Thus far I have not really seen much potential with hybrid builds on Ogryn. I feel like Heavy hitter must have the Rush Ulti to give you some chance.
Thus far I can tell about Ogryn this
Heavy hitter - you either constantly Heavy smashing around or you’re dead.
Feel no pain - You are immortal unless you royally kark up
Gunlugger - Anyone on the team uses ammo as well then you’re kakred up…
Oh well, still trying and not really feeling this class…