I’m fine with the Zealot having their charge. Ogryn don’t need to have one too.
A better use of the Ogryn’s size would be an ability to grant them temporary immunity to stagger and damage reduction for the duration. This would do two things:
Make the Ogryn an actual tank
Provide a way for the entire team to advance behind the Ogryn without having to fear for his life
The shield is nice, but as soon as the Ogryn runs out of stamina, that’s it. Have fun never being able to move. The other thing that’s annoying is when an Ogryn charges and knocks everything over, it prevents people from killing things from range because they get knocked out of their line of fire.
Maybe give Preacher a Book that it pulls out and gives a prayer to the Emperor giving the party a bonus of some kind. I like the Ogryn charge honestly.
Except that the Preacher is still a ZEALOT. They’re aggressive as all sin. They will always overzealously charge into battle. That’s what a zealot does.
Having two charges is redundant and reductive. Variety is the spice of life.
Give us a choice of active abilities. If the classes are meant to be so much deeper than V2 careers, I don’t think a second ult is really much to ask for.
I mean both charge are extremely different. Ogryn is a tank as a control master and his charge being able to knock down a full hord or stagger a boss is perfect for this. Big AoE would be nice too but just gaining personnal resillience isn’t what is gameplay is made for.
I would however like additionnal protection from ennemy fire during the charge so you don’t get shredded trying to force ennemy to switch to close combat.
I’d welcome an ability to provoke all enemies on me, but that would make the shield completely mandatory, unless it comes with some sort of damage immunity, just resistance doesn’t cut it on the higher difficulties.
Also, an Ogryn is by far more aggressive than a random human, so that’s not an argument to take away his charge instead of the puny humie getting changed.
I highly agree with the fact that giving two classes a charge ability is annoyingly lazy, even though they’re tactically different.
Tip for Ogryn-tanking with a shield: Holding weapon special lets you plant the shield in place, making you immobile but also making blocking free. (Only stops stamina regeneration for a second or so after being hit, but the blocking itself doesn’t cost stamina anymore.) Lets you absorb endless sustained enemy gunfire for as long as you don’t get flanked.
I really love Ogryn’s charge. It’s immensely useful for crowd-control, pulling off otherwise impossible saves, getting out of a borked position, and for closing the gap with a ranged enemy. I wouldn’t want it changed.
I wouldn’t mind if it gain a little something to increase the ogryn resilience while charging, like a 25% ranged damage reduction (to stay different from the zelot) so it would be better to close gap.
the special block is incredible, like you can tower in front of an elimination boss and two heavy stub ogryns and fully tank both the clse combat heavy hammer of the boss and the two stubber while recharging toughness and endurance and letting your team dish the damage. ^^
Didn’t they plan to eventually have other subclasses?
One hopes, anyways. After all, it would mostly be a new active and Talet tree. In VT2, multiple characters had some form of charge forward; Actually, all of them did. So they will probably diversify.
As an Ogryn, no thank you. The charge is very needed to help deal with ranged enemies, stagger hordes and elites, stumble bosses, to get toughness back, etc. The class also feels rather slow already, and losing even more of our mobility doesn’t exactly sound all that appealing.