to me its not the wandering i’m concerned with.
usual pathing through the map has me close to the peeps by default(well if they stick around that is anyways)
no, my problem recently is people not backing an aggressive push, using the momentum i create while whacking half the room, turn around and poof no one there.
i dont need toughness regen when things are relaxed anyways, i need that slight sliver in case i overextended or bit more than i could chew. (which can play out that way from a “control able” situation very quickly)
so all in all i tend to don the “do it right, do it yourself” mantra and dont care for group toughness regen in a tense situation anyways
You get 100% toughness immunity while charging, can guarantee get to your enemy, get 50% toughness on cast and 100% rending + crit on your next strike, and get 20% attack speed after the fact with a light stagger on ‘impact’ to everything around the point you finish your charge.
So, I personally think a more CC based ability for such a large target getting ‘is also dodging’ added to it is just a nice quality of life that helps it match FotF’s potency. Bursters and such will still blast you (unlike a well timed FotF charge which will completely ignore the damage), but all the main annoyances that happen during your charge will be completely mitigated, allowing you to actually see the 5% toughness regen per hit. Which I think is huge and great.
FotF is great for getting you forward, but will not help you out from sticky situations like Bull Rush,and it’ll give you a 25% increased attack speed after use. Using Stomping Boots and Pulverise (with Delight in Destruction) kinda already gave you a lot of leeway to charge forward without a care in the world.
The point I’m trying to make if this change was a really needed addition for the overall power level of the Ogryn, as in will this have a major impact on how you play an Ogryn.
Don’t get me wrong, I’m very happy about the changes, but there where alot of changes made, perhaps more then what I was expecting or felt was needed.
Your scuffed ass tree literally shows you taking 5% toughness damage reduction (above taunt) instead of the FNP keystone for 25% toughness damage reduction.
I’m sorry man you just suck at making builds, not a problem with the tree. As I said, consider what 1 point gives you. Why on earth are you spending that 1 point on 5% toughness damage reduction instead of the keystone for 25% TDR (and more) then whinge you can’t take the keystone? Ogryn IRL?
True, with me now getting through the rest of it (still the image btw, my only sadness is the final 32 stack of burn source finally being toned down, it makes sense given the rest of it, but I will forever o7 the stubber melt), I can say there’s a LOT here and this might be a bit of a massive swing in the other direction.
But, tbf, Bull Rush is you ‘sprinting’, so it kinda feels thematic along with everything else to have it count you as such as you do it. And while I’m not sure if it’s ‘needed’ anymore, I’m not sure if it really ‘breaks’ them either, it’s just kinda nice to have and lets you feel the bits of toughness regen you get from it’s cast a lot more like Zealot can, so I’m going to call it fine. (it’s only ever up to like a second of dodging every cast so I’m not to worried, lets one charge at a gunner to which again, helps it feel like FotF in it’s used cases, and actually like it’s meant to be used to ‘break up the crowd and charge the backline’ verses ‘strictly a run away tool’).
And FotF is actually an insane get away tool, sure you only get 7 meters when not targeting something, but the amount of time’s I’ve aimed above the wave and just nopped my way out of an engagement with the second charge that got me to deep is pretty high, on top of it being useful if a gunner targets you and you just sprint to cover while being immune to it. I feel that’s half the point of the two charge upgrade really (though hyper aggression is fun/great too).
It make some sense when you can get Batter as Gunlugger now, going to try a Flechette Ripper melee hybrid with PBB instead of Bull Rush. I am however sad that PBB did not get a cooldown reduction, with how the burn stacks, Bruiser and Maximum Firepower keystone modifier now works.
And I’m going to call it slightly less fine, I am however happy about it giving me a less reliant way on golden toughness to engage gunners in havoc.
Great changes for Ogryn, what’s the there to say. Finally there can be a viable light attack playstyle with multiple weapons, due to Heavy Hitter changes.
Also buffed my favorite ranged weapon, GG. Though I’m not as happy to see you guys double down on the melee aspect of it. Oh well.
There was one short patch where the GG melee attacks did damage and armor pen (which was immediately nerfed) and during that this is exactly what I ran, tons of fun. Knife for everything small, GG melee + special punch for every bigger problem
On that note, it’s kind of funny the weapon got its melee attacks buffed, then nerfed, and now buffed again. Wonder what the thought process here is
yeah mentioned it in an earlier post of mine, gg had its brief shining moment, albeit for all the wrong reasons of it being a bug rather than planned
like the can opener ripper party, fun but fleeting.
now i’m gonna test how blaze away will do its job with 5 shots and pairs with more speedy weapons.
kinda like the karsolas rumbler i’m rocking now where
karsolas = dmg (flak/maniac)
rumbler = debuff (carapace/unyielding)
I’ve ran newer 20% crit blessing + gauntlet momentum in auric, it’s decent. And basically just light attacked everything with GG to maintain 20% crit at all times. I also tried to get the talent node that gives crit on kill from the ranged ogryn side of the tree.
Every normal melee weapon is still better. Even knives in their current state. GG also has very limited range (on melee), you need to be on top of the enemy. At least that’s what it feels like.
That’s the outer radius =5.4m at 80% without radius talent. Outer radius is very low damage but staggers, even the inspect info shows you the numbers (particle FX is “5m”):
Note: Inspect doesn’t seem to take account radius talent which puts it at 6.89/1.91.
The epicentre, a.k.a. close_radius is the important one, the damaging one and is quite small on the GG making it effectively single target; damage drops off very quickly away from explosions epicentre (and you can see this in grinder by putting mobs close to each other).
Interesting to note radius for special punch, the only radius related change in that it now will work on special?
So I spent some time trying to come up with builds and noticed that at some parts it’s really nonsensical. When looking at these bottom parts specifically:
Why are they arranged like this? Why does picking attention seeker not allow me to get Get Stuck in without double spending on that tier? I found this really frustrating because there seems to be no rhyme or reason to this. It seems that some talents are just arbitrarily very hard to get together. Of course I’d love an explanation if it wasn’t arbitrary, but I just don’t see why I’m discouraged from getting these talents together without spending extra points. What’s the reasoning? They all seem to be on similar power levels so it’s not like an investment/opportunity cost thing. I used these two as an example, but I keep running into the problem on every branch, on every build. I want to get a couple of those talents that would suit my build, but randomly they’re across and force me to pick up random stuff my build doesn’t want or need, taxing me and forcing me to take nodes off at the top for no real gain.
In my opinion it would be far better if it was arranged more like these psyker choices and allowed mostly free choice:
Perhaps a bit like this, perhaps even more open. As I said it’s just frustrating when you randomly can’t pick the talents you want because they seemingly for no reason are on different sides of the 3 lanes.
Another solution might be making that middle node that allows you to path to all sides to be a bit better. 20% swap speed feels like a tax node I don’t really want. The issue is less bad on the Heavy Hitter tree because Delight in Destruction is still good, and mobile emplacement on the gunlugger side is also decent. The issue still exists this way but it’s at least slightly easier to pick what you want without being forced into talents you don’t care for.
@Hank_jw Did actual design go into this and I’m just not seeing it? Otherwise I hope it frees up a little before it releases. For what it’s worth I see the loose thematical grouping but does htat really justify softlocking them like this?