# Losing Ogryn Enemies after 3 Years is Baffling

**URL:** <https://forums.fatsharkgames.com/t/losing-ogryn-enemies-after-3-years-is-baffling/123142>\
**Category:** General Discussion\
**Created:** [June 27, 2026, 3:03am UTC](https://forums.fatsharkgames.com/t/losing-ogryn-enemies-after-3-years-is-baffling/123142 "2026-06-27T03:03:40Z")\
**Posts on this page:** 1\
**Showing post:** 44

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**Author:** ![IoNicD3](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/ionicd3/32/98049_2.png) [@IoNicD3](https://forums.fatsharkgames.com/u/IoNicD3)\
**Post date:** [June 27, 2026, 4:38pm UTC](https://forums.fatsharkgames.com/t/losing-ogryn-enemies-after-3-years-is-baffling/123142/44 "2026-06-27T16:38:52Z")

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That’s way off the mark. Crusher numbers were nerfed because it was unhealthy for game, where it just runs into anti-carapace meta every match and if you’re not running it you’re just kiting huge armor waves for 30+ minutes. This problem was at its worse with rotten armour as crushers just spam en masse with an effective hp of 12k before they changed the armor type to infested.

This is from Fatshark themselves.

> [@Free Update - Patch 1.12.0 out now! Skitarii later today](https://forums.fatsharkgames.com/t/free-update-patch-1-12-0-out-now-skitarii-later-today/122573/1):
>
> As part of our ongoing balance commitment continuing on from the previous reduction to Ogryn enemies (and at the time, specifically the Crusher), with the release of the Vanguards we’ve reduced the amounts of Bulwarks throughout the missions.

> [@Devblog: Incoming Balance Changes](https://forums.fatsharkgames.com/t/devblog-incoming-balance-changes/121374/1):
>
> Over time, as we’ve expanded and improved weapons, talents, and introduced new classes, the overall player power has increased in the game. To maintain the intended difficulty, we have increased the enemy density and spawn rates of elites, and while this has kept the game intense, it has also introduced new challenges for us. As difficulty rises, enemy count increases, and in especially enemy dense scenarios this often impacts performance and stability. At the same time, as we rely on an increased number of strong Elite enemies to scale the difficulty, we also narrow down the range of effective player loadouts. It’s important to us that you can use your favourite loadouts in as many scenarios as possible, and not box players in too much.
> 
> Our long-term goal is to bring these elements back into better alignment. **We want to preserve the intensity of the combat, while making it more stable, more readable, and more supportive of different builds and loadouts.** This means toning down the most extreme of enemy scenarios, while also addressing a small number of player power outliers that have been shaping our encounter design.
> 
> This update focuses on **Carapace Armoured enemies, particularly Ogryn Crushers.** These enemies (and the tools used to counter them) have become a central part of the current meta. As we lower how frequently these threats appear, we’re also adjusting the most dominant anti-Carapace options.

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