Ogryn balance should be delayed (Edit: I was incorrect)

This guy gets it.

4 Likes

Nothing to add. Great breakdown.

2 Likes

Bruiser nrrf is bigger than you think, elites often die in very quick succession, right now you get value from each of those deaths, with the change at least 50% of it will be lost.

That’s not correct, first of all the only good DR passive in that row is Pumped up, as is the only reliable one.
Strongmann uptime is mediocre, for mediocre DR. The one you selected it’s also a joke since 1) It works only on ranged damage 2) it actually start working after getting hit and at this point at least I try to dodge.
Getting the better passive opinion makes me require one extra point to get the +15 toughness.
So basically or I trade DR for +25 toughness or a talent point to get both.
It is still a buff but not as massive as you make it.

Melee kill toughness replenishment 20% increase translates in 1% more toughness per kill, that scales quite decently actually when you kill around 4/5 poxes per hit but it’s counterbalanced by the “nerf” to the best defence heavy toughness replenishment. But since now light attacks also replenish toughness let’s say the net gain of this 5% toughness replenishment.
Taunt buffs are slightly offset by bruiser nerfs but at least now there is a reason to pick Go Again

Also not correct, with nodes before you were getting total +20% heavy damage +5% lights now you get +10% but applying also to lights, so with payback time/ soften them up you only gain 5% damage from heavy and 10% light and lose 5% rending. I would hardly call it massive buff.

Incorrect, you don’t gain 10% strength on weakspot, you deal 10% more weakspot damage (to not confuse with weakspot damage bonus) it’s a good talent but not as good as you say.
Personally I’m skeptical on the value brought by no Hurting friends, I’d much rather having complete control over the buffs activation.

Even if what you are summarizing where all true we are far from:

There are buffs, it’s undeniable but they are far from massive.
All you have proven is that now ogrin builds can be more customised to our taste.

3 Likes

I’m noticing a theme here of you saying “It’s not correct” only to then go on to share your arbitrary opinion on why the buff isn’t significant enough. So it’s correct that it’s a buff, but you disagree it’s big. Okay, I did forget about minor things like how they reshuffled the melee damage and heavy melee damage nodes. It’s still a buff for the same points. I guess there’s no reconciling opinions here.

There is however here:

Read it again, I made the same mistake. You gain 10% strength on weakspot. Hank confirmed it

It’s downright delusional to summarize gaining significant DR, significant damage%, significant toughness, and literally 22.5% strength this way. Again, 22.5% strength is basically headtaker. That alone is more than any other class gets on its tree to my knowledge. I’d literally consider headtaker the best blessing in the game, more or less. Now you get that much strength for just playing the game normally. This will also exponentially scale all your other damage buffs because of how the calcs work.

You’ve also elected to ignore the gain of 80% impact/96% cleave. I’m not sure if this is an issue of you not understanding what the impact of this will be, but 25% impact is enough to stunlock and eventually knock a crusher to the floor with the shield, and ogryns can actually get this now. 105% impact will likely be enough to stunlock bosses again unless they specifically change tresholds to prevent it. Thrust + crunch will actually result in a pretty disgustingly massive stagger value. If you get creative with certain weapons and blessings, I think you’ll be able to stunlock multiple crushers (and everything weaker) while spamming heavy attacks at them to kill them. By the way, strength will also exponentially increase impact.

Also, don’t bother replying with something like “okay but 22.5% strength isn’t really massive”. Take headtaker off your pickaxe then bud. We both know no sane individual thinks that’s a small benefit. As for the bruiser nerf, I can only reiterate it deserves the nerf, as did survivalist, zealot CDR, and so do psykinetics aura and tactical awareness. To me, saying “but they still have it” is not an argument. The game needs to be balanced, not a competition in who can be the most OP (even though I believe ogryn might be winning that anyway)

As already said, Hank confirmed that this is exactly what it says it is. +10% strength.

It’s real good.

Actually sorry to be a bother, but @Hank_jw do you know if it procs the strength on the weak spot hit itself, or only boosts subsequent enemies hit in the swing? I’m assuming the former since it would be pretty bad otherwise.

2 Likes

It’s not just the thresholds, it’s the immunity times as well , so no stunlocking ever again unless those change.
e.g.

P.S. There’s also a stagger_category from weapons and stuff at play, a couple of weapons have a stagger_category = “explosion”

2 Likes

Yeah although I dont know what the actual mechanics here are I know that I can actually still stunlock a chaos spawn right now with a shovel and punches and 25% impact aswell as thrust. I think few people are aware of that cause it requires good timing and a specific combo and setup. Same with demonhosts, just need to know how to set up the stunlock.
I suspect it’ll become easy to do by just having big enough impact values for the timing and setup to not matter much anymore

Its from the stagger category of the move, if they don’t enable that explosive flag on the eg. knife punch I doubt we’ll see any changes that stagger bosses with anything not already seen. Though slapping needs to come back, if the shovel punch jives. It is way funnier, and making them spin around instead of going straight back makes the stun locking more enjoyable too. Besides the daemon.

3 Likes

^ I was about to chime in but you beat me too as I was looking up the code snippet, search for:

stagger_category = "explosion"

and for spawn:

	stagger_immune_times = {
		[stagger_types.light] = 1.5,
		[stagger_types.medium] = 1.5,
		[stagger_types.heavy] = 1.5,
		[stagger_types.light_ranged] = 0.5,
		**[stagger_types.explosion] = 1.5**
	},
	stagger_thresholds = {
		[stagger_types.light] = -1,
		[stagger_types.medium] = -1,
		[stagger_types.heavy] = -1,
		**[stagger_types.explosion] = 100,**
		[stagger_types.light_ranged] = -1,
		[stagger_types.killshot] = -1,
		[stagger_types.sticky] = -1
	},
1 Like

I guess the only thing I’m left ocnfused about is why the timing seems to matter then. Have to set it up with a charge first in the case of DH, too.

In any case 105%-135% impact & over +100% strength will let you probably floor crushers with a knife heavy, possibly even with some light attacks on some weps, so there’s that benefit still anyway

Did you forget where this all started? You are advocating for massive buffs but failing to dimostrare, + 5% here +10% there is a far cry from massive.

I don’t see a duration on that talent, so, based on what I understood from the video made by Hank explaining how the new passives works, if my weapon total weakspot damage is 100, then I deal 110.
This doesn’t apply to subsequent hits that don’t hit a weakspot.

If it was easy to trigger like headtakr maybe but since half of it works only on headshot and the other half depends on me or some teammates getting hit constantly every 5 sec I say nah.
Unless @Hank_jw or whoever from fatshark comes here to tell us, description is wrong, it means actually 10% Power for 5 sec on headshot.

I don’t have headtaker on my pickaxe, I have slaughterer.

About the impact you got already replied, fatshark said no more stunlock since a while ago, and it’s disingenuous to say with adjusting you can get up to xxxx%, adjusting means you give up something else. Points stay 30.

Ogryn the strongest character in darktide, you heard it here first folks!

Pretty sure this is a bug, the charge part. Feel free to report it lol.
The stagger power after the charge seems to linger and is boosting the explosion stagger of the uppercut well past the threshold, it doesn’t seem to be resetting as it should.

I think that’s the 1.5s immunity time I quoted, if you do it too fast the bug seems to stop working. I could be wrong on something as I don’t feel like diving deeper than that.

P.S. You can do it with white shovel looks like, no thrust required. Slam to charge talent seems enough to keep the bugged staggers going.

1 Like

You’re ignoring the parts where you can drop worthless pathing nodes like furious + coherency regen for even bigger benefits. You didn’t pick those nodes because you want them, you did because you had to. For the sake of honesty and comparing the EXACT build, I took them into the new build 1:1, but in any realistic situation anyone would just drop those for another damage buff, 80% impact, more DR, etc.
Although it’s fine if you would rather have 50% coherency regen than 80% impact. It’s just not the fault of the tree if you do that, that’s all.

That’s a rough approximation of how strength works but yes. This is notably far better than how weakspot damage works, which only increases the damage bonus, not the total. It also increases cleave and stagger. It also increases damage by more the more damage% buffs you have.
As for the second part, yes, “strength on weakspot hit” only functions when you hit a weakspot. You’d have to actively try to not hit something in the head as Ogryn anyway.

If you or your teammates aren’t taking toughness damage 5 times per 10 seconds you’re playing sedition or you don’t need damage anyway. It probably counts blocking hits too for what it’s worth, but I’m not sure about that, just going off how other talents like this work. I’d consider Headtaker to be more “difficult” to set up but these are both trivial conditions.

Do you use T1 or T4? Let’s see your T1 slaughterer since you dont think 22.5% strength matters anyway.

As I said, adjusting in this specific case means giving up 50% coherency regen. Stay honest. Your accusations of me being disingenuous are fully projected.

What’s your retort to how Ogryn will likely be able to stunlock crushers with any melee wep now? Is that not a huge buff? Stunlock ragers with light attacks not a buff?

He has been for more time than he has not.

2 Likes

On this point though, wouldn’t you likely want the “Great Cleaver” cleave node on Heavy Hitter (for those light weaps)? It’s mutually exclusive with Impactful, sadly. Will their innate cleave be enough?

It’s good too but I honestly don’t see more cleave for already very good at cleaving cleavers outweighing more impact in any “bad” scenario. Maybe if you play shield and already stunlock crushers… but shield also doesn’t really need cleave, unless light spam is somehow gonna come out on top of heavies with new batter and the new stagger damage nodes, which honestly could be. Maybe on H40 you generally want to go heavier on cleave to make more melee weps viable for those thick hordes, also.
I’m not really sure what effect it’s gonna have on the less cleave-y weps, maybe it’ll make bully clubs a bit more bearable for horde clear, and maybe with crunch + slam alone you already hit good enough stagger breakpoints on some of the more staggery weps.

Also, something I completely haven’t been thinking about is how with enough stagger you can actually just force bulwarks open by hitting the shield. This will probably also make impact come out on top

The cleave bonus might be enough to cleave armored enemies with some setups… We will have to wait and see on that though.

to my understanding carapace armor (or is it just crushers?) have a sort of override in them that doesn’t let you cleave them unless your attack allows it specifically. Like it’s literally called “ignore_armor_aborts_attack” in the files. I don’t know if you can actually just stack on so much cleave it would cleave crushers but I had the impression you can’t.
Coincidentally I think unstoppable force + crunch + thrust + the impact nodes will be a really strong combo for the MK6 knife and might make it the cookiecutter meta

1 Like

I know that a REALLY old ogryn talent used to give infinite cleave to fully charged heavies and you could cleave crushers with that, but i think that is literally the only way to cleave them. Cleaving ragers and flak enemies is still fair game though.

Carapace aborts attacks minus the exceptions as you said, Sunder and the like.

You mean the blessing?
image
Still there, nobody takes it for obvious reasons (like crunch)

no it was a talent from the original talent “tree” that came out with the beta and 1.0 launch. Back when you had to chose 1 of 3 options every 5 player levels. It was really niche since it functioned like Crunch! does now before the update drops, but with no actual damage bonus just infinite cleave.

1 Like