I see a lot of people complaining about the class, so I guess you will buff it sooner or later. I have just collected some ideas you can use. They are all based on his body proportions.
-The thin horde mobs shouldn’t stop his movement. It’s just weird if you compare their body weight. When an ogryn moves, dodges, jumps, falls into them, they should fall, and they shouldn’t stop his momentum at all. I mean, the ogryn should be allowed to walk through prone horde enemies. A stomping damage could be an extra. I think he should have a permanent push effect on him, enough to push 2 horde enemies, but he should be stuck on 3 or more. When the enemies are stunned, their hit mass could be halved against his push ability for a bit extra. It’s easy to push an unresisting enemy, isn’t it? You might improve this ability with talents, but they should have it as a base ability. Bardin Slayer has a similar talent in Vermintide.
-They should be able to climb over rails and fences without a run-up.
-Their dodge distance should be higher, because they have longer legs, and you can step bigger with longer legs.
-Their sprint speed should be a bit higher. Also because of their longer legs. If you want a comparison, look at elephants. They also have huge bodies, but can still run at 40 km/h. (Those, who don’t need that much speed are the veterans instead, because veteran is a ranged class.)
-The Ogryn shouldn’t fly that much from explosions as the little ones. Max 1-2 meters.
That’s about it. I will leave the weapon and talent analysis to others. The only thing I want to mention is that your “best” melee weapon from a design perspective is the pick. The pick has more useful marks, and this feature really shines over the many others that only offer obvious choices. There may be 3 variants in many cases, but one is usually clearly better, there are no hard choices. For some reason I think the player should have more very interesting options to choose from.
The branx is good because it rewards the player who can make more complex moves instead of the simple LMB spam.
however, strange as it sounds, i’m not a fan of buffing ogryn any further and i’m a 1300 hours 99% ogryn main.
his moveset and palette is more than suitable for every situation the game throws at you, especially having heavier hitting weapons and power creep.
i love the quake-ish speed of the game. but still scaling up would negate a lot of the difficulty.
and my point of view, people need obstacles to measure against and grow from, lest the find themselves in false security the character provides and still lack fundamental skills to keep standing in auric damnation/maelstrom
ogryn carries a lot of matches, only thing that outplays certain fubar situations are stealth perks that let fkkups be repositioned and reengaged.
I don’t feel the mass when I want to dodge in the middle of the horde, but I cannot because my 6-800 kg ogryn get stuck on a single 40 kg nurgle zombie in my back.
i agree a half rotting corpse blocking an ogryn feels strange at first and if it was a singleplayer game i’d mod it to my immersions heart content.(currently got a 500+loadorder running fallout new vegas)
however darktide is a coop horde shooter with mechanics as skill checks, however crude they might feel.
horde is harassment/toughness recharge, flamer bomber area denial, dog trapper and to a minor degree mutant disabler.
all things coming together make darktide the complex beauty it is with split second decisions playing out at half a second change window.
take away these elements and the game stops checking for these core understandings, allowing success where failure must be the outcome.
yes poxwalkers vs ogryn feels weird in a 1on1 scenario, but chess pawns act as a whole to make the game.
While this would be great, I think it would be unlikely. I just wish that you could get the stacks back faster with the Strongest! keystone modifier.
Burst Limiter Override needs to affect other ranged weapons better then just the stubber. Best part of it is the cooldown reduction it offers for Point-Blank Barrage.
You can use it while in a horde to create space though.
dude you got it right in the first comment about the branx yourself, now this?
single direction? that thing is a lawnmower if you turn a bit left and right to widen your ark.
push>light>heavy is an all horizontal almost 180° sweep.
add a quick 180°flick and i chop hordes in seconds with them being a toughness gas station.
i get your idea, but ogryn doesnt need a buff in the grand picture.
even less at dealing with horde enemies.
Try the push attack - heavy combo.
Ah, I see. We call the different attack after a push a push attack.
I’m afraid you don’t get my ideas if you think they’re about dealing with hordes.
It’s about protection against specials WHEN dealing with a horde.
And a lot of meme potential, like wading thru lone zombies without bothering with them at all.
Etc.
I agree with the general sentiment here. Ogryn feels real slow and clunky compared to the other three, whom all have crazy mobility builds. Having more options to create a faster ogryn would be nice. I mean, I’m stacking knife + bullrush + the one where you get movement speed on ranged kills and I’m really not feeling the speed. Maybe it’s a vfx thing? I digress.
Making it base kit, however, might not be the way to go. We’ve already got more basekit stuff than other operators, and they’ve not made a good enough effort to tell players what Ogryns can do by default (Such as being able to rez without flinching). At a certain point, folks might get jealous. They should bring back Iconics if they wanted to go this route.
However, I think your suggestions would make for some tidy new talents though. a “Long Strider” talent for the sprint-speed/dodge distance, and another for bullying small-fry on dodges (I made a fake “Talent Tree” for a gladiator career, it had a talent called “Anointed Ogryn” that would knock over small enemies while sliding, and double your slide distance. No point to be made here, just that we’ve had similar ideas on the matter)
Oh, and mantling needs work across the board. I swear there’s a certain railing prop that’ll just eat your mantles, regardless of operator, so I’m all for any fixes to be made there.
I think these things don’t bother me so long as he’s actually tankier than the other classes to compensate. I enjoy the fantasy of a big ogre man whose dodging isnt adequate but he can take a hit instead, from time to time.
The thing that actually personally annoys me is when his toughness generation and tankiness gets nerfed like in the last couple updates. Like sure, yeah, it’s bringing him more in line with what the game should be, but at the same time you have veterans spamming VoC every pictosecond, and THEY have the good dodge properties. No nerf in sight. Meanwhile Ogryn dodges suck by design and he’s lumbering by design and has a harder time dodging stuff but he gets nerfed below that level. What gives?
I feel your concern on the matter of power creep. But I also think the Ogryn could use more/different options. With Psyker’s tree expansion, Ogryn now has the fewest talents.
And the benefit of adding more talents adjacent to existing ones is it keeps the power level, well, level, since selecting new talents means giving up old ones. And the relative positioning of talents and “tax nodes” means even a potent talent can be a balancer if placed in the lower sectors of a tree.
My point here, is we can have both “Slow and Steady” and “Fast and Ready”. And if they’re spaced far enough apart, folks wouldn’t be able to mix 'em without giving up keystones and the like.
(And yeah, I’d like more moveset variety in our weapons. The spammy ones hurt my fingies.)
Aye, another point to note here is that Ogryn’s the only operator that really tries and incentivize blocking over dodging, and I don’t think a lot of folks get that because it’s not how the meta has flowed. It’s practically muscle memory to dodge or dodge/slide over blocking, or stacking all three for safety, and I’d wager I’m a more fervent blocker than most people.
They could bring him more in line with other operators, but I’d rather they double down and give the lad a “Perfect Block” mechanic. Meld the two “TR on Heavy” into one lefty-talent that gives you a chunk on heavy and make “TR on perfect block” a center talent that’s notably better but harder to activate. Hell, maybe that’s where we could get our overtoughness from, no? Even a bit would help ward off the chippies.
And adding a Thorns talent further down the center tree might also be neat, dealing direct damage with a perfect block (And maybe some bleed too, as a treat) would elevate an Ogryn’s skill expression and combined with Payback really help them stand out in the symphony of death. Maybe not on par with devil’s claw but Ogryn doesn’t really have that as an option anyways.
I agree with the mantling, knockback effects in general and getting stuck on hordes when trying to dodge. Ogryn should get some knockback on dodge like Slayer had as a talent. He should also be more resistant to knockback from shotgunners, flamers and barrels because he already has weak dodges.