It's extremely underwhelming trying to play Ogryn after playing the Arbitrator

It’s not about mindset, it’s about balance and proper game design. Your personal issues and urge to prove something to whoever cares isn’t really relevant to the case, tbh.

Dude yes! It’s so grutting good!

but it is, a good ogryn player is up there with the top performers in terms of kills and dps.

you wanting a character based attribute to make up for something ogryn in your opinion lacks vs other classes gives me this very mindset impression.

yes, if fatshark would delete every op talent, weapon and blessing instead of ever softening the experience, THAT would be balance.

you call for an arms race for the last non-nuclear character instead of nuking the crutches back into the early ‘23 stone age.

one is balance, the other a power fantasy that makes the game easier :man_shrugging:

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Of everything the ogryn rework did, this is the most impactfull and powerfull edition.

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rumbler brittleness and red stimm while the big boom is in the air.

small time window but the stim procs even after the nade’s flying.

that way you can switch to melee and net some kills after the boom, usually punies are so greedy they, combined with your previous boom, get them down to 10 or so % and you reap the killfeed :face_with_tongue:

tasty rashuns

except for havoc 40 cause fk havoc 40 :fu:

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I literally said in my first post here that the current situation IS the result of that arms race, and the fact that FS decided to cater to users of a bunch of broken OP builds and overtuned DLC crutches instead of nerfing everything that make other options obsolete. But what done is done, and regardless of what led us here the current situation isn’t satisfactory and needs to be changed. If it will require yet another phase of buffing underpeformers then buffing mobs as well - so be it. It’s still better than what we have today.

The rumbler just isn’t for me, I know it’s one of the best ranged weapons in the game but it feels unreliable to me, sometimes I shoot a grenade at a group of gunners and they all die and sometimes the grenade bounces of my target and kill nothing I can’t stand that but the grenade gauntlet also has a brittleness blessing and I do use it to soften up crushers sometimes.

ah yes

fixing

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by putting another dump on top.

I give up at this point, you need a class buffed to compete with op :poop: that’s on you.

I for one will never respect a player using said meta crap nor ever using it myself, instead the only remaining clean way is to outperform them with a less powerful class and make em loose their sheet.

maybe that’ll remind one or two of them crutchlings that when youre nothing without your op toys, youre nothing with it. :man_shrugging:

end of the day it’s their shallow existence

I’ve realized lately that 99% of what makes Ogryn unique is his physics. He’s taller up and he moves with more mass, making him slower. That’s why he has worse dodge cooldown, worse dodge properties, worse sliding physics, even worse sprint physics for turning and even worse jump physics, not that this matters often. Even horde clear and CC suffers: You strike at a downward angle, effectively reducing your range.
I consider that a good thing, don’t get me wrong. It makes him feel big. There’s a few cases where it’s genuinely frustrating (the floors on some maps make it easy to get stuck because of this) but it’s necessary or he’d feel floaty and odd.

But then Fatshark also arbitrarily decided that none of that should apply when e.g. a flamer shows up. No, your large mass is ONLY relevant when it disadvantages you. When a flamer shows up you’ll get breezed away like you weigh the exact same amount as a small human. It feels floaty and odd.

Similar logic applies to many other things.

  • You’d think other specials might not bounce him around as much? No.
  • You’d think he might be able to bowl over anything when sprinting full tilt? No.
  • You’d think he might be able to withstand a plague ogryn charge better? No.
  • You’d think he might be able to grab onto higher ledges? No, in fact you can’t even vault over all the ones humans can vault over.
  • You’d think he might have a bit more range or better headshot damage to compensate for how he can’t line up heads? Lol no, shittiest finesse modifiers in the game. The one time he COULD line up heads with brutal momentum? Singled out and nerfed to not fully apply to Ogryn enemies anymore.
  • You’d think he would at least be the tankiest class to compensate for being the worst at dodging and movement? Lol no, Arbites.
  • You’d think he would at least be the only class that can knock over an enemy Ogryn? Lol no, a psyker with a 1h sword can do it.

This is part of what makes Ogryn so frustrating. He doesn’t get enough positive tradeoffs to make up for how you’re playing battletank physics in a slide and dodge game. He’s strong, but it’s frustrating that he’s not strong in the aspects where it would make more sense for him to be strong. Just slapping on 5 talents with 15% damage or TDR doesn’t fix it. You could add another 10 talents with 15% damage and 15% TDR and he’d still feel like an uphill battle to play because the devs aren’t letting him capitalize on what’s unique about him. Keep in mind what I’m saying isn’t to just make him stronger: Conversely if he got bespoke mechanical advantages like this, his power level could probably be turned down a little while still leaving him feeling good.

TL;DR: Ogryn is the only class that comes with a unique, fundamental and extremely relevant drawback. There must be bespoke advantages as tradeoff for that drawback, otherwise he will always just feel worse in comparison, even if he’s mathematically sound.

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I wish fatshark finally saw reason, took that as a base, and gave every other class unique and severe drawbacks to make the players work, instead of buffing everyone into a spa-day on atoma :pensive_face:

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100% agree, that’s the other angle of this, and I sort of touched on this with:

The game powercreeped everyones stagger options so hard that it’s not actually a unique advantage of Ogryn at this point. Zealot can stunlock a screenful of enemies, a 180lbs Arbites crashing into a 500lbs Crusher in full carapace can somehow floor him and the 5 crushers behind him, a psyker with a one handed sword can charge up a quick stab and instantly knock a Crusher on his ass. It used to be that Ogryn was the only class capable of sending a Bulwark to the ground. The design made sense then. Boss staggers are another good example. Ogryn at release was big, slow, and capable of knocking a boss back with ease to compensate. It was a little OP, so it was adjusted. Ogryn now is big, slow and the second worst class at staggering bosses.

When do Ogryn players get to feel good about being the big giant slow “Stagger class” if everyone can do it without being big, giant and slow?

The solution to this isn’t straight buffs, it’s returning to a playing field of tradeoffs, unique drawbacks and unique advantages.

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well I can only speak for myself but usually at the end of the match, looking at the scoreboard when psyker, vet or gun scum was in the race and can

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while I dont ever interact with people outside the obligatory “gg” it’s still a good feeling despite having the smallest kit having had the most influence in the match :man_shrugging:

sidenote: I don’t like the rat race the game has become currently, but it’ll be a cold day in hell before I let any random take the “lead” and clear the map by himself, watching from the sideline.

fatshark made any player omni-man, time to deliver some whoopin’

when in rome….

You have to treat ogryn like ballet, which is of course super ironic, but it’s true. You have to calculate your moves in time with your dodges and swings etc, making sure your impact is timed perfectly to maintain buffs and then follow up with the next and the next and so on. It’s very satisfying when you get a flow going.

I have discovered that using branx with 60 damage and all other stats maxed (including mobility) and also using a +3 stamina curio is really something special. The damage output is still huge but you get much more movement for the “ballet". I used to love karsolas but this new style has made me love branx. I use it very successfully in h40 where mobility is king.

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slide that scythe :face_with_tongue:

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I refer to it as “The Ogryn Shuffle”.

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Timing your dodge with the angle and direction your wide swing of a pick, to make it a giant extended uber swing…is very satisfying :grin:

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No small miracle we got dodge knockdowns (butt stomps), but no dodge linger for Biggie. It does feel like it should extend to full sprints, say after 1s building momentum or something.

Painful issue that persists.

Yeah the staggers are still rather messy (2 years later) and seem to affect miniature giant space Bardin the most overall.

Given the recent-ish nerfs post newgryn, I’d love to see some tweak to address the friction points you listed and maybe lean into size+physics aspects tune some disadvantages into advantages.

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Here comes the Sniper with the kick, punting Ogryn back like a small child. Nurgle gave that man the wrong job, Atoma would fall in a day if they replaced everyone with that sniper’s leg.

Ogryn’s actually lost the most CC capabilities of the classes and that triggers me greatly. Boss stagger was not bad, it just needed to be tweaked so bosses couldn’t be stunlocked, which fatshark did. But because it worked and was good it had to get pushed back down to bug status, but with bosses and stagger resistant crushers and maulers everywhere and the human classes getting stronger/better CC strength… what was the point?

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we can still stunlock daemonhosts and chaos spawns at least, i sure get my fun when i come across a random DH in a game

In the form of an unintended bug, yes.

Question: are you confident devs won’t remove it?

:sob: I’m not

I don’t even like fighting daemon hosts