This opinion sounds exactly like my opinion at game launch 2 years ago when Ogryn had a horrendous TTK, couldn’t land headshots without having to swing at the sky, and had a damage cleave of 3 with only the first target taking full damage and the second and third taking 80 and 5 damage.
Right now with bleed and the right perks and blessings, you should be able to hit breakpoints for horde clearing with ogryns worst weapons, which I think are the mk 1 & 2 bully clubs and Power Maul. Those are my least recommended weapons with a Gunlugger build since bleed makes up so much of his melee damage.
I’ll be honest, I don’t know how to react to the rest of your comment. A staggered enemy is an enemy that can’t attack. That’s kinda good for high cleave weapons that can’t insta-mulch hordes like power sword or previous versions of the brutal momentum combat axe.
It’s possible to hit that exact breakpoint without Crunch.
Try it. It should be able to 1-tap Crushers and muties.
I see that as well. Many people think being forced to bee line it through the run doesnt give the full experience or is restrictive. I just think the opposite. I think being forced to run and pick your battles IS the full experience. Being benched the moment if disabled? Thats a perfect run right there. Running it through, picking battles, still finishing mid events alone during/after horde (even if event spawns a slug ever other horde and people have finished that as well), it’s all part of the experience. IMO what shouldnt be part of the Darkide Experience is sitting with friends at an end of the hallway mindlessly shaving through hordes in a single place, or hard grouping the entire run and snowballing everything. I think that the freedom to do whatever you want in a run, not being restricted or challenged in any way, is not the full experience. It’s like saying “playing sandbox is the shiznit.”
I think this is fine as long as the mma dude has boxing background as well. But hah, theres nothing really off limits in true solo, only what is smart and dumb to do. It’s not “not full experience,” it’s instead good decision making. You dont have to kill everything and everyone for a mission success.
I dont get this last sentence unfortunately. But ye, the main things people have against it is 1. Youre alone, not in team, 2. Spawns less (makes sense tho, only 1 guy, dont need to send the whole enemy battalion after you), 3. Running through solo run almost like it’s speedruning.
this is me theorycrafting about a new mode with partially reduced disablers.
so no perma dog or net ending the run but either corruption instead or getting out of the net after 10 or so seconds by yourself.
if the situation is fubar already you die before the timer runs out anyways, but the lone trapper netting through a pillar wouldnt be a match-ender.
like i said before, space marine 2 is fundamentaly different game, but the solo experience on hardest mode i was going for was embracing every encounter and get through regardless.
there’s people rolling from one airlock to the other and calling it “cleared”
personally, my pride dictated clearing the map of every enemy and still succeed
ok, one exception i made at the end of “termination” was killing the boss by hand for the bots were an active detriment rather than any help with the mechanic.
If you are comfortably meleeing, ogryn is an unstoppable force of nature, in need of being unnetted every now and than. Which is hard when 80% of my pug games consists of 3 backliners standing as far away from the action as humanly possible, admittedly.
yeah in a similar vein to Psyker needing absolutely no hit resistance whatsoever and stamina biased around short burst sprinting to balance out their basic immunity to ranged enemies Ogryn needs to be slow and have a colossal collision hitbox to balance out his dominance in melee. since you can throw a push and disrupt multiple ragers, and generally just hit something upside the head to disrupt any other type of elite. gotta have a huge blind to cover up that godlike perfomance.
Well Imho the most obvious build would be:
Take everything in the top left, go through boxes to get “Soften 'em up”, go to “Loyal Protector” with “valuable distraction” (15% + 25% more DMG), go to the heavies Aura via picking the bleed, then move to heavy hitter and take the right side talents in the upper part of that tree branch.
Works extremely well with shield, but would work with any meelee I guess.
The left over points I like to use for the top 4 of the middle tree as, to be honest, Ogryn will take a hit un meelee, which results in 20% extra Dmg for free and shouting more often is allways advisable
Kinda makes sense especially when trapper can clip the trap through some corners/doorways/pillars as you say, but as some players have shown, if you move right and choose your battles well then disablers are less of a problem than people make em out to be. Should be way less so when playing as a team.
I feel that too, but mission cleared is a mission cleared. I just think that true soloing in general is a good signifier of how well rounded a player is because playing as a team should only amplify the player’s potential.
It’s not for everybody. Ogryn takes longer to learn from using all the classes because he’s a bit goofy to operate. It just takes time is all. HH is better for damage output for sure, but practicing with FNP is better to get a better idea to practice & make mistakes. You just go with Gun Lugger & FNP. Go to Ogrynomicon for build ideas they are somewhat useful when it comes to that, but something they are inaccurate on information.
So, as for the weakest class… Honestly, I don’t really see a weakest class, but there’s undoubtably classes that are stronger because of weapon selection & abilities. It really just boils down to the playstyle & the skill level of a particular player all classes have strengths & weaknesses. Any class can be great if operated correctly. Personally, IMO, I still think Zealot & Vet are up there as the strongest in their current state as it stands only from a meta build prospective because they have some broken weapons/abilities. But you really want to know the true “meta,” it’s literally just skill at the game & understanding the mechanics & being a team player that’s the real answer.
Nothing special just a class that was designed with mostly melee in mind that has really bad melee weapons aside from 1-2 good ones.
Gun lugger and heavy attack build with charge are both really good and enjoyable.
The talents are solid but the tools are lacking.
Are you really asking me this in response to a comment that called it “the worst piece of sht out there”? I’m not wording it correctly?
And “false information” doesn’t apply either. It’s an opinion. The whole thing is an opinion piece. Toughness Regen perk obviously has no value to somebody playing true duo challenge content but that’s not very useful feedback. They’re not the target audience for a guide like ours anyway.
Fair enough. I still think it’s beneficial to the discussion to argue in the thread instead of taking it elsewhere.
Just take the enemy melee slot system and how it interacts with toughness regeneration for instance. A lot of people don’t understand how that works and overestimate the actual (little) value it provides.