I am the only one that the animations of ogryn seem clumsy and with enough lag I mean even to use a stim or something is slow and more than most weapons have a ridiculous damage over 3 hits of a huge guy with a club to kill the most random minion in the game and with the slowest speed of all please do not cost so much to give more damage to the blows if they are going to be so slow or at least the animation is cleaner and not that crap that is buggy they have now , since the implementation of the skill tree many weapons became obsolete and many enemies became illogically resistant.
It is weird that heavy attacks don’t always do more damage, but more seem there just to proc a talent.
They should have called them attack A and attack B
Really the only problem with Ogryn animations imo is inconsistent vaulting. As far as weapon balance goes I agree it isn’t the greatest, but Ogryn’s best melee weapons will turn the strongest enemy packs into chunks of meat on the floor in no time at all.
I believe Ogryn’s slow attacks is a deliberate design choice that is also reinforced by their skill tree, incredibly high stagger, and higher survivability. It’s definitely not for everhone but I have a lot of fun on Ogryn, even if I wish they had more weapons woth interesting attack patterns.
Coming from lets say zealot, Ogryn feels slow and unwieldy, but if you get used to Ogryn’s slightly different gameplay, it is a tanky power house.
I play as a fast, dodging, gun-toting oggy. I dodge instead of block and use a krourk knife. I love it. I’ve tuned my skill tree to speed and gunning instead of defence. The only thing that wrecks me is if there’s a bunch of gunners. They’re brutal
Have you played it recently? I think in one of the last patches I think they removed DR I did a build completely focused on melee and using the “Brunt Special” MK I Club before one of the more recent patches I was clearing the hordes like nothing even the scabs.
But now the weapon does a lot less damage and it seems to have less survivability even the hit area seems to be reduced and its stagger potential but I’m not sure if it’s something about the weapon itself or the enemies in general because i see some patch adjusting ogryn weapon and enemys.
It seems to have less survivability sometimes with the active passives a simple minion gives me a hit and all the hardness goes away when before it was not like that but it is still the same difficulty (damnation) and I have exactly the same build but I’m not sure if it’s something about the weapon itself or the enemies in general because I think they gave a buff to the enemies a couple of patches ago I’m not really sure what it could be.
Ohh yes shooting with ogryn is the best, it’s a lot of fun and the machine guns are a lot more fun but seeing how slow he pulls out some of his weapons and how long it takes to aim compared to the other characters is a bit of a shock and takes some getting used to.
I do agree I feel a lot of ogryn weapons and moves feel bizarrely underpowered at times
Ogryn has always had a weird disconnect with the damage he does in melee, most of that can however be linked to the amount of damage he can take before going down, so it is a form of trade off with damage on one end and survivability on the other. Note that this is in the form of trading blows with toughness replenish, interrupting enemies with crowd control and to a lesser extent mobility.
Then you also have the bleed effect, while great, it is a damage over time effect, where you need to hit the same enemy to gain more stacks and only on heavy attacks which might mean that there are some attacks that does not gain the benefit from it since you might have to weave in light attacks into the attack combo.
Combining this means that Ogryn have a really “grindy” way to play meele, do note that there are exceptions to this aswell. And that isn’t to say that there are not weapons that could use abit of help with more damage and there might be new weapons coming that could lean into a more non-heavy swing setup for melee Ogryns.
Yeah, this part really confuses me. When I chop a guy with a cleaver bigger than his body in the head, I don’t expect him to get back up. Ogryn’s weapons really seem to lack basic killing power even if they have other good attributes (like his ability to bully most enemies).
In regards to Ogryn clubs. I think the idea behind Ogryn weapons are, high stagger, high cleave. Clubs will cleave through (but not damage all) a large amount of enemies and stagger them. That’s why, even though the damage is less than say, a Zealot, the survival is very high. You can keep most things at bay and do solid amount of damage due to bleed and anti-armor capabilities of the clubs.
Meleegryn is one of my favorites and it’s incredibly strong. So I’m not sure what could be done to better it without making it insanely unbalanced. I would love to see some sort of bleeding effect for light melee attacks as well as toughness regen. Right now, I really only do light attack with clever for hordes on my Gunlugger. Or something else to help light attacks out.
Edit: Pretty much what @dragomusic said.
Ogryn clubs got huge boosts to cleave damage but only 1 additional target with light attacks. Its clearly supposed to be their weakness, given how they are either effective or highly effective on all enemy types. Meanwhile their hitmass on their best moves (heavies and relentless lights) have a huge overall hitmass for crashing into waves of enemies. Purest slab weapon right here.
Its really just Mk2 club that is too slow to justify that. But I’d also like them to just flip the light combo so its strikedown → relentless → vanguard x 2. All the clubs feel way too similar as it is for me. But with this change Brunt’s Pride would be more properly combo focused instead of the messy slow weapon you’re often burning moves with.
The other black sheep weapon would easily be the Mk6 cleaver. They should really let you combo the stab from the punch, and swap the 2 opening slashes to vanguard profile (5 targets damaged with less fall off). Then slab melee would be perfect to me. Mk5 shovel could easily eat a nerf, why are its fold attacks identical to Mk19? At least the Vet sapper 3 shovel has the edge there, despite getting mogged by #7.
after reviewing some patch notes it was indeed the weapon that was nerfed, but for example the mk lllb club fills better the functions that previously the special did, as it has heavy attacks for crowd control that do good damage to all types of enemies (besides being faster) and has some very fast and devastating singles in short it seems that it was just that weapon that was underperforming compared to its pre nerf version.
Oh that’s lame then. Hope they change it back.
Yeah sorry I didn’t get back to you sooner, really the only weapons you want to use are the Krourk Cleaver, 3b club, shield, and the new shovels. Old shovel is fine but just worse than the other 2.
Buffing Mk3 club isn’t nerfing Mk1, if anything it made 2 clubs appealing to use. The only nerf the clubs recieved was unyielding damage on the relentless light attack Mk1 doesn’t even get. Unlike the Brute Brainer 3 shovel the buffs to Elites doesn’t phase its massive stagger strengths at all.
Its just stacked against folding shovel none of Ogryn’s melees are good. That one is the best in all categories atm.
How long ago are we talking? I’ve used the classic thrust + haymaker Mk I club pretty recently and it still feels great to me.
Also gotta say.
I HATE vague posting like this. WHICH weapons specifically do you think are obsolete?
I tend to agree with the two @MarxistDictator pointed to as needing adjustments. Paul also probably needs a buff to its uncharged attacks. I literally can’t think of another Ogryn melee that is genuinely “obsolete”. They’re all solid to great otherwise.
every time i see any version of “many weapons are useless” i discard the person’s opinion as useless because they need a crutch built to cover for their weak level of skill. i have never seen this not hold true. i’ll join people saying that if i see it on the steam forums and EVERY TIME it’s someone running blindly ahead trying to outrun the spawn director.
No one is calling them useless. But they have been nerfed. And we all noticed.
Players expectation for a massive Ogryn dude to one shot everything in the game doesn’t do much for balance. There is a reason why most of his advantages went into the HP and toughness DR.