Ogryn endgame balance discussion

i dunno these two go together, sah :rofl:

an ogryn-sized naginata or falx. should be able to reach over a bulwark’s shield and hit the head.

but as we use mining equipment in unsafely manners anyway, a drill should do the job. jam it into a crusher’s face and drill like arnold did at the end of total recall with the vehicle that mutant was driving. and ogryn goes: RAAAAAHHHH

more, as @Reginald said in his video on improving ogryn, get rid of that stop when charging the power maul, it takes the flow out of the fight, and apply the heat mechanic of the relic swords. actually, get rid of manual charging completely, and change the zealot’s bonk stick and vet’s power sword to the same mechanic for more consistency.

This was a problem was to be solved at launch (mostly by not including Ogryn to begin with) but that ship has long sailed.

https://www.reddit.com/r/DarkTide/comments/1hh3zcp/fyi_knife_uppercut_can_fully_stunlock_ragers/

THIS

This is what I’m talking about

Ooh, so cool, you can perma flinch a couple of ragers. Woo. Wow. You can punch a rager with a fist bigger than their entire existence to flinch them. You can dedicate yourself to focus on ragers and hit them repeatedly with your fist until someone deals with it. Such gameplay, much balance.

Ragers, the elites that are weakest to CC, able to be easily staggered by pushes and heavy attacks, and you can uppercut them to make them flinch.

I don’t know what to say, it sucks and I hate it lol. I want to knock them down when they’re mid combo so I can deal with the thousands of other enemies around me when I’m playing at end game, not tickle them. I want to be allowed to knock down all elites or at least have an actual impact that fits the fantasy of being an ogryn.

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The thing that makes this even more sad is that weapons with actually good CC special attacks such as the Dueling Sword can just stab, special to stunlock ragers WHILE ALSO killing them in one or two hits each simultaneously.

I will forever not understand why it wasn’t ok for the Ogryn punches to be good stagger, but the dueling sword can have it and do far more damage than any Ogryn wep and have more mobility

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I hate to be THAT guy but that was one of the forever ago balances they made to make dueling less garbo (it used to have like 217 damage max and much less finesse modifier). It made it like a high mobility force sword equivalent since the force sword can also ignore stagger reduction. The veteran shovel also made you sprint faster and had 6 dodges back then too, which I thought made up for how weak it was.

But that move should have stayed on weaker weapons like the shovel and tactical axe (and for some reason antax but this is at least 1 reason to use it over rashad). With the retooled dueling sword damage and having it on all classes it makes absolutely no sense being so powerful in stagger. It doesn’t need it.

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This is a That Guy inclusive space. Understanding context of everyone’s weakest weapons being buffed makes my malding about the persistent bad touching to Ogryn more reasonable.

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My 2 Ogryn cents…

So long as slow & steady Ogryn has a place I’ll be happy. I have concerns that high APM enjoyers complain loudly about Ogryn because Ogryn is slow and doesn’t benefit from light attack spam. On the other hand, I love strong heavy attacks and so Ogryn has instant (and lasting) appeal. I don’t play knife or axe zealot literally because too much clicking is involved. Still there should be some diversity for the big man, but imo it shouldn’t compromise on the lumbering brute aesthetic. If you want to do zoomies play a fast class and leave me big man be.

That said there are inherent issues with a heavy attack focused skill tree that cuts out quite a lot of build options. Instead of majorly changing Heavy Hitter though, I would address the toughness on heavy attack nodes as this puts a serious hamper on the usefulness of light attacks. Giving light attacks more value through nodes would improve build diversity and weapon balance. Although, I think people also chronically undersell the usefulness of light attacks on Ogryn in general.

Worth pointing out that Reginald states in the video that Heavy Hitter stacks only affects heavy attack damage. The tooltip says “Damage” so I assume this is incorrect.

IMO this is a bit overkill. There’s already the toughness generation node for Bull Rush, and it won’t single-handedly cure Ogryn anti-shooter issues. If you are bull rushing directly into a set-up Reaper then that’s a mistake. Suppression or fear would be cooler imo, imagine a massive Ogryn charging at you and screaming bloody murder. Run awaaaaay!

I’m disappointed that positioning was not mentioned as I feel this is more important than the above. If you are close to enemies, you are the danger and can generate enormous amounts of toughness. However gunners can bring you down from a distance. To me this makes perfect sense and is a core class identity for Ogryn. I also think this can be improved via suppression mechanics first and foremost.

I have a fantasy that my enormous boom boom gun does not require aim to solve the issue of annoying pea shooters across the room. I would like to fire a cavalcade of wild shots in their direction while yelling loudly and running towards them with emprah’s fire and fury in my heart. In my mind suppression is the way to do this mechanically.

Think of it as ranged stagger – not enough and you get people saying “well why don’t you just kill things instead of wasting time”. Too much and it’s OP – ask a stunlocked Chaos Spawn. Just enough, and you have a great mechanic that allows you to cover your team mates effectively and manipulate the battlefield from afar. This is my personal power fantasy.


I didn’t actually see a lot of suggestions for what I see as one of Ogryn’s big problems (especially in Havoc) and that’s meaningful counters to gunners. It’s also a really difficult issue to address without overpowering the big man, but my hope is that he can be more of a bullet sponge through TDR and stagger monster through suppression.

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If we’re offering Ogryn skill adjustment suggestions…

Change Bull Rush to have the toughness/damage boost as base functionality. Add in the ability to pick up the first target and use it as a human shield for incoming fire (the ogryn can drag them on the floor to push through existing ground fire to make a clear path like a human sized mop). If they are not holding a ‘shield’ (due to empty space to start, or the current one being, uh… used up) they’ll pick up the next available target.

Give optional sub talent choices to:

  • Swing the body as a bludgeon at the end of the charge
  • Target ogryn enemies as well (they will just knock them aside if not, and pick the next viable victim)

The mutant already has a lot of the animations set up to crib from, we could also get some really nice gibbing animations when the current shield dies.

This will give a little bit of strategy for the Ogryn to both pick their angle of charge, and also who to line up to grab as the shield (they will also incur all incoming damage)

We want to retain how Ogryn like the skill is and keep it separate it from Zealot’s, even though the end function is sort of similar (damage reduction/immunity/extra damage at terminus etc).

Also, as a general change to charge skills, let us use them in mid-air. Give us all Coyote Time, the Zealots depend on their fanaticism to defy gravity, while the Ogryn just don’t think hard enough about the situation and subtly Ork the solution

Also, can you just imagine the options available for custom weapon animations with this? The pickaxe used like a curling broom, Shield, reversed to scoop up the target, etc

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I think it’s a pretty common consensus that Ogryn is one of the characters with the biggest shortfalls overall however it’s doubtful that fatshark will take into account 99% of the things you mentioned. Their focus group & playtester posse consists of mostly zealot players regardless so don’t expect anything too grand in the scheme of their least favorite class (Ogryn)

also who the heck is a reginald.

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