So you played an overtuned p2w premium class that already drives up powercreep significantly - and you now want to overtune base classes, driving the powercreep even higher? And then I guess FS will need to buff enemies again, to still keep game challenging? Yea, makes perfect sense.
Oh wait, I’ve got a wild thought right now: what if we… NERF THE OVERTUNED DLC CLASSES? That actually will save us all the trouble and pointless cycles of “buff others then buff enemies, rinse-repeat” and will immediately produce the same result! Am I genius or something? How nobody could figure it out before me?
EKhm I have clutch with Arby on Auric few days ago, but it was more dog and sniper shootgun what really allow me to literaly slash my way to team mates and pick them up.
lol those 3 guns you mention are actually fine, yeah maybe they could get tweeking but nothing crazy.
Weapons in need of overhaul are Twin Linked Stubbers, Cleravers, Shovels and Shield in a way.
Ripper Guns are really bad and outdated, there’s barely any difference between the marks, and the days of can opener Ripper Gun meta are long, long past…
Not sure what that “meta” was, I wasn’t played at the time. But I use Ripper Gun in one of my builds which uses Cleaver for melee (so have troubles with armor) - and it does its job good enough, in the base game at least (where you may expect to see 5-7 Crushers at once at worst, half of which will be insta-killed with other players’ blitzes, so you’ll only need to deal with the remaining one or two. Then you just poke a Crusher with the bayoned, and dump half of the clip into him - and it’s dead in just a few seconds. And it rips apart everything soft at range (with the new plasma gunners being an exception, hate those buggers, too annoying), even kills snipers with ease at such distance I never thought it’s possible with such kind of weapon. So, the gun is pretty good actually, just ammo-hungry, as all ogryn’s guns.
But it’s just one particular Mark of it (can’t remember which one right now), the other two are kinda meh. So those two extra Marks could use some rework, but that’s about it.
2.5-3 years ago most ogryns used ripper (mk5) and bull butcher 3. these got power crept into oblivion. you say that dumping half a mag into a crusher after poking him with the bayonet does the job. that’s 2 crushers per mag at most. hardly worth the effort of running up to them for a poke, with a lengthy reload and little effect at a distance. plus with other weapons you need to control the recoil less.
You don’t really need to run to them, they usually are eager to run towards you lol. And that ogryn is frontliner anyway, a charger to boot. So the usual routine is see a bunch of crushers, drop them, kill a couple with the Ripper, if needed poke one more with an empty gun, switch to the knife, gut him while 40% britlleness still lasts. That’s 3 crushers dead rather easily, and I consider my job done here, other 3 guys need to have fun too.
I’d like to remind everyone that the poke staggers (many staggers really)got borked quite a while ago now since the “stagger rework”, and many are pretty messed up. Not being able to stagger crushers with ripper bayonet poke was a big (unintended?) nerf. Afaik nothing has changed the last 5-6 moths, but I’d love to be wrong on this.
ripper was fun for a while but in the long run I stick to a loadout that creates an effective flow, not unlike doom and quake of old where you had a small group of evergreens and the rest seldomly saw use.
currently karsolas and rumbler are my go to pair,
speed, brittleness and a crusher down with 2 overheads.
other than that I cleave through mixed hordes at a pace that gives gun-scum a run for his money, so why bother changing?
would I like to use ripper or knife again? sure, the pace as almost as equal, knife giving a bit more speed, but the time to kill isn’t on par with my favorites and why forfeit the killfeed?
Many ogryn’s weapons feel so much slow and unpleasant to use, so unfair comparing to the actual impact they have.
Like the pickaxe - it’s tremendously slow, even with all the talents taken to speed up your melee attacks. It’s total PIA to use, the one that is good for hoard clearing is so much PIA when you need to switch to single target damage mode (only through push attacks), the other one has only single target attacks easily accessible and going into hoard-clearing sequence is PIA (again, only through push attack). And for all that trouble you get about the same hoard clearing capacities zealot or hive scum or arbitrator have, without all the pain of using slow as heck weapon that requires you to plan your attacks ahead. Half the time while I’m charging my attack to hit the crusher it’s already dead because somebody else did the same damage, but just faster.
The shield + maul combo is as painfully slow, just deals even less damage. And the shield’s planting alt-attack is completely useless in base game at least, where everybody constantly moves around and rushes ahead. Comparing to arbite’s shield + maul combo it’s a complete joke, not sure why anybody would use it except for meme reasons.
Or take the heavy stubber, why there must be that irritating delay before it start shooting in non-braced mode? It’s already inaccurate as heck in that mode, has rather slow rate of automatic fire - why making it even more useless, forcing you to only use it in braced this way?
Overall, I agree it’s all results of powercreep, because totaly OP builds of psykers, arbitrator, hive scam were allowed to exist and FS was catering to that crowd instead of nerfing them long ago. Also because golden toughness is so OP that it became mandatory in all meta builds. Then they had to ramp up difficulty in various ways, to compensate for those builds - making all other builds obsolete.
the karl pick is far from slow? and it also has a super easy single target combo by using the pull special then charge a heavy, once buffs are up its an easy crusher kill, probably my most favorite pickaxe atm just because its good into pretty much everything and it doesnt slow you down as much as the branx does
Yes, that’s the one I’ve been using lately. No, it’s not fast at all, that single target combo accessible via pull takes a few seconds to prepare - what make, for example, hitting mutants a freaking logistical problem - and you can’t even consistently oneshot them all the time. Just for comparison, I can have almost 100% oneshots vs mutants with flimsy veteran’s shovel, and it’s 10 times easier to execute too. Even ogryn’s shovel is much better for that purpose than this particular pickaxe.
We’ve just played a maelstrom mission where almost every other crusher I tried to hit with this long arse single target attack sequence was dead before I hit it, or I could hit it once and then somebody else killed it - and a few others as well lol. They died so fast, to HS and Flame Staff psyker. I felt like all I do doesn’t have purpose at all, I’m just too slow to deliver damage to the target.
And if you use the other one, which have easy single-targets attack, it’s even slower overall, and going into hoard clearing sequence now takes ages too.
And what for? So much tradeoffs need to have strong pros, right? What pros does Pickaxe have, comparing to other melee DD classes/builds and their weapons?
and as for mutant 1 shots you say it cant do that? lol. it sounds like you just need to use Heavy Hitter and get your buffs up first, the karl pick does good damage
heres just an old random scoreboard where i used the karl, it sure was weak and slow
Dude lol, are you playing game exclusively in Psykharium, testing your theories on stationary targets? In maelstrom when you are charged by one mutant after another from various directions, every second counts, you don’t have few seconds to prepare your strikedown, you may not have full set of stacks required to onehit it, and you may not have additional couple seconds to hold charge to get +strength via bless too. Those couple seconds make it just PIA to use in an environment that changes fast.
Same for crushers, pull attack + strike down + wait a couple seconds to charge for more extra strength from bless - that’s up to 3 seconds preparation. That’s about how much arbitrator or HS needs to kill the thing, so in half the cases you end up wasting your time for nothing. And even if you’ll hit him, you won’t kill him with that hit no lol, you can’t one shot them even with fully charged attack.
And the question still stands: why does ogryn have to deal with all this PIA to hit like many other classes hit, dealing about the same damage?
huh?I hear their roar, know from which direction, special attack into thin air and charge the overhead by the time they come running.
it’s literally a count to 5 thing most of the time and charged through it does oneshot them on auric maelstrom.
karsolas heavy horizontal swings and sliding from one cluster to another lets me lawn mow the whole mixed horde where punies need to watch not get killed by ragers for example.
sustainable two shot potential in the thick of things without worrying about health or toughness… that’s not a pro for you?
usually to put psykers and gun scum in their place I play hyper aggressive and with pickaxe its a pretty safe choice apart from a net through 5 crushers or a silent dog coming your way.
karsolas gives them puny wannabes a run for their money and then some
sigh
top of my head, recent mutant and dog auric maelstrom
most dps, most elite kills, most boss dps
against an
arbi,
psyker
and zealot
but karsolas bad mkay
ps: I think that’s even a slaughterer thrust karsolas usually I don’t switch stuff very often, so if that works here, with thrust even, there’s really no excuse for lacking with the
stop using thrust, use headtaker slaughterer, youll get faster results
Ogryn just plays differently to the other classes. You are an OGRYN. bigger slower moves around kinda clunky mantling is a little weird dodges are worse our weapons are bit slower etc… thats just kinda what makes ogryn, ogryn. change every stat about ogryn make him just as fast, just as good at dodging and youve just made ogryn not ogryn anymore, it would just be a big human class and would need nerfs to make it more in line with the others.
If a big ‘clunky’ class isnt for you, then its just not for you. But after
ive come to love Ogryn, most played class since the very beginning and it will stay that way until the end, and if my true levels on Ogryn don’t show it, the spread of levels on my other characters surely do
have to check that, one game with thrust, one with headtaker.
btw i’m the annoying bully3 ogryn in many videos by Index.
i like that thing just because of its attack pattern. at least it doesn’t have that ridiculous stagger like half a year ago when you shook it at a bunch of crushers and everyone stopped. you can weave in heavies nicely.
speaking of heavies, i like the “no stopping me” node a lot as it allows me to move while charging strikes, anyway i notice immediately when that node is not taken as slowing down makes ogryn feel sluggish.