Gunlugger deserved a nerf.
Neat.
I think this is the build I want to try with a Ripper gun.
Mayhaps this brings back Can Opener
I tried making one for Grenade Gauntlet and burn explosions. I think this thing might be a monster.
Itās up now and I have some feedback. I think itās a pretty good tree but I have one major issue @FatsharkStrawHat
Batter is locked behind this talent. Ogryn weapons have bad weakspot modifiers on them, mostly. This node will literally amount to something like +3 damage per attack for most attacks, so itās just a pointless tax node to get batter.
(Similarly, lucky strike is pointless - ogryn weapons donāt have crit damage modifiers to speak of, but at least itās fairly out of the way)
Please rethink having these talents, because with the current state of ogryn crit/weakspot damage these are tax nodes at best and trap nodes at worst
PS: Please improve the loadouts system if weāre gonna have many build-specific talents like the explosion build that seems possible now. Iām not complaining about having the build, thatās very cool, but the loadout system makes it hard to maintain such specific builds
Edit: Iām wrong about this one, itās melee weakspot STRENGTH which functions differently, not a stat Iāve seen before. Itās good apparently. But the other two points (lucky strikes and loadouts) stand
Seconding the request on loadout system changes. Even something as simple as giving more than 5 pages.
Also a second minor flaw that remained in from the recent nerf to Ogryns tree:
Big Boom and the ammo node compete with eachother. There is never really a situation where you donāt want the ammo node on a gunlugger, so it effectively forces you to spend an extra point if you run an explosion wep.
Also, Big Boom is inaccessible with charge, but thereās a lot of ogryn builds that use charge but would love Big Boom. I donāt see why it has to be locked away.
This was actually fine before but the recent nerf introduced htis dynamic and itās for the worse. Please move big boom somewhere where it can be taken by any build and does not force gunluggers to spend double on one tier. Itās not sensical to lock certain builds out of getting it, and itās not sensical for a gunlugger explosion build to be that much more expensive talent point wise.
This right here makes me so happy!
Also I missed this but:
This talent also basically just exists to make furious cost 2 points. I donāt appreciate how random it is, if it was at least a similar bonus it would be fine. I donāt want coherency toughness regen and I donāt care about it, why am I forced to pick it up in order to get a damage bonus thats thematically and mechanically unrelated?
Speaking of dodges, is ogryn still going to be the odd one out and not have a dodge linger time and worse overall dodge mechanics? Are these taken into account?
i didnt said gunlugger tho
How is any of this a nerf? Outside of killing staff macro (good lmao)
Its great that the Ogryn is getting a little buff, but can we PLEASE have the Veteran returned to the effectiveness it had during Beta and Year #1 of the gameās release? Give the Vet a native trait that lets them regen ammo and grenades like they used to have with the trait selections that were in the game initially. By having Survivalist and Grenade regen as separate abilities, on branching sides of the talent tree, the Veteran can not ever risk not taking them AND still expect to be effective on Auric, or even some regular Damnation matches.
The Ogryn desperately needs buffs. Iām glad youāre addressing that.
So does the Veteran. Even with some recent-ish buffs over the last two years and since talent trees came out, the Veteran STILL underperforms compared to its place in Beta. The ammo hungriest class needs the ammo regenerating ability and grenade regen ability as either default, or tied to multiple effects. You could even tune Survivalist to regenerate ammo faster, with Fire Team giving bonuses to rapid fire weapons, and Close and Kill regenning ammo on melee kills. And grenades.
You could add extra rending damage, or some 50% chance to not take up a bullet per rapid fire weapon thatās fired continuously for 2.5 seconds or longer. Further increase the sustainability of the class while restoring it to its former glory too.
nerfs everywhere man
why are you adding more choices when i dont even have enough points to reach the bottom keystones on ogryn if i want to be useful to the team?
Nah thatās absolutely not how the dynamic panned out and itās not how it will pan out either. You need to reconsider opportunity cost if youāve not been reaching keystones on ogryn. Think about the value 1 point will give you
Because they didnāt preplan the talent trees and just kind of threw what they thought worked into it, since none of the devs probably play on Auric, they donāt know how limiting those things really are. Wasting an extra talent point to get to the important talent is just like how the Veteran MUST take Survivalist and Demolition Stockpile to be sustainable, whereas in the Beta and for most of Year 1 of the gameās release, the Veteran just regenerated far more ammo, far faster, and grenades with the same ability.
The talent trees gave the Psyker and Zealot a major buff, but nerfed the hell out of the Vet, and left the Ogryn behind to just exist to attract attention, basically.
āyou dont know point cost bla bla blaā
its just that the perks worth the points are not at the bottom. You would know this if you were good at ogryn.
hereās the new 40 havoc with these changes unless there are nodes worth trading for stuff like bruiser or did. The only plus is getting to choose rock instead of box. but a minus is being forced to take sg if you want tp.
Iāll have to spend time to go over this properly but sad to see loyal protector still has a tax node
many words, sah.
ogryn head hurt now.
need to collect rashuns and see in 2 weeks
finally some leeway when being in the thick of it where you belong as ogryn, only to commit yourself to a deadend of a 50kg roadblock stopping emprah knows how many rashuns in size
one should be enough to dodge a trapper, so yeah sounds good
iād really love removing the dust from this one.
felt like the missing link between kickback and rumbler, had its time age ago due to a bug but ever since fell short.
gameplay wise its a nice tweak between faster firing and still being projectile instead of hitscan.
plus the ammo count should now stack blaze away proper
whats really bad is if we dont get the 25 toughness nodes anymore, the flat toughness increases were vital to surviving havoc.