Ogryn is kinda Broken

**TL;DR Ogryn is OP. Gorgonum needs a nerf, BB is insane. **

Disclaimers:

  • Due to the increased number of seemingly invincible Ogryns (Running BB and Ripper MK V) running ahead of the team and decimating everything without much damage taken basically solo, I’ve decided to try it out myself.
  • Because I promised @Reginald, I collected some end-game screens to provide some data and due to @Geadly’s suggestion that Gorgonum Stubber might be more powerful I decided to go with that instead of Ripper MK 5.
  • I’m aware that on the forum some weapons (and most melee weapons) are considered underpowered. I don’t have experience in them (apart from leveling Ogryn with Power Maul) so I’m not commenting about that, and this thread shouldn’t be taken as a post about those weapons.
  • I did talk with @Reginald prior to posting this about my experience, and while I kinda felt like posting this would be a bit uncalled for due to @Reginald pointing out that most players aren’t really that proficient with Ogryn, and Ogryn being incredibly easy to play might not be problem, after giving it some rest and some time to think about it I changed my mind.
  • While I still find Zealot above Ogryn’s power level, the amount of effort required to play Zealot to overtake Ogryn is way higher, although maybe if I put in as much effort into figuring out Ogryn as I did with Zealot it would even eclipse the current king of DT… Although Ogryn’s damage output is still higher than a Zealot’s which is weird.

Here are my experiences and feedback from someone that is pretty new to the Ogryn class, but has 200+ games in each other class (close to 1000 in total).

Ogryn as a Class:

Survivability:

Ogryn offers some ridiculous amount of survivability and staying power to the player. Due to the class’ inbuilt (and partially bugged) damage reduction, I was sitting at 140 Effective Toughness and
588 Effective Health (base values 104 and 471) that would jump even higher with Hard as Nail whenever a teammate got downed for some reason.

With the added power of Lynchpin (with Toughness Regen curios) and Confident Strike, I was able to stay in melee indefinitely even under fire by ranged enemies. Any chip damage getting through toughness was minuscule compared to the huge health pool available. As long as either a teammate was somewhat nearby or there was an enemy to hit I had absolutely no reason to reposition. The times I’ve taken considerable damage was when I tuned out hitting stuff mindlessly and didn’t react to several elites attacking me from behind.

Even with the pretty subpar Curio setup Ogryn’s survivability felt super overtuned allowing me to not think that much about positioning or damage taken.

Offensive Power:

Admittedly this topic is somewhat colored by my choice of weapons, but…
With Ogryn I was able to take considerable risks engaging almost any situation due to the incredibly high stagger values of both ranged and melee weapon and the very reliable and incredibly strong toughness regain.

My setup lacked killing power on Bosses which is probably because of the subpar blessings I was running, and TTK was pretty low on Crushers which was less of an issue due to the Gorgonum permastunning 3 Crushers at once and slowly dwindling their health.

Other targets (including elites and specials) I could deal with in a timely manner pretty safely both in melee and at range due to the insane stagger provided by the weapons. Hordes were basically a joke that got destroyed faster than any other class, with any weapon.

Weapons:

Bull Butcher MK III:

I think this is the most braindead light attack spam weapon I’ve ever come across. Combat Axes don’t even come close. Due to the big arcs of most attacks, it’s usually enough to slash away in the general direction of the enemies I’m targeting. There might be a more optimal rotation of attack mixing in the vanguard heavy attack, but because I was running Lynchpin and Confident Strike I didn’t see the point, and I wasn’t pushed into experimentation due to not really being challenged in melee.

The weapon has incredible CC, very strong damage, wide arcs of attacks, fast movement speed, good pushes, and very small damage fall off with the best survivability blessing (Confident Strike) and one of the best offensive blessings (Slaughterer) making it probably the most powerful weapon in the game (if paired with a ranged weapon capable of taking down the non-ranged elites).

PS: Compared to Heavy Sword the closest weapon in design it’s way better at fighting shooters (be they flak or unarmored).

Gorgonum MK IV Twin-Linked Heavy Stubber:

Where do I even start with this thing…

This weapon offers more effective range than Braced Auto guns while having a larger ammo supply, feels more accurate, and has more CC.

This thing can take out elites, specials (including snipers at extreme ranges), and hordes. It has some insanely good ammo eco and high base count and due to the slower fire rate, it never seems to run out. The only thing this weapon can’t do is stun Bulwarks when the shield is facing your way. Probably I could just equip this weapon with better blessings compared to the one I tried out and just never pull out my melee weapon.

Admittedly mine didn’t do great damage against bosses, but based on what I’ve seen other Stubber Ogryns doing damage-wise to Bosses I think I’m just missing some Blessings and Perks to make it good against them too.

I don’t know how it compares to the other Stubbers, but the Gorgonum MK IV is broken OP beyond belief.

The BOX:

This is one of the most fun weapons in the game. You can easily take this thing out, aim at a mutant and take it out even while fighting the horde or any other special. In a pinch, it can be used against crushers, Bulwarks, and some other targets. I had the opportunity to play with Vet using Demolition Team and it was glorious.

To all Ogryn players not using this weapon enough you are missing so much.

Gameplay:

The high survivability and damage and previous experience with Zealot allowed me to play aggressively taking encounters head-on. I favored drawing agro from enemies and killing any threat in range. I didn’t feel the need to pay attention to my teammates at all, apart from helping them out when caught by a disabler or ressing them when they are down (both of which were easier to do than on any other class). Having at least one other player somewhat nearby was neat due to Coherency Regen, but that’s it.

I feel like Ogryn should be more team orientated, but after playing it for a bit with my setup it was more like a big bulky Zealot on crack stim.

Games and equipment:

Equipment is whatever I got my hands on after reaching level 30.


Here are some end-game scoreboards to anyone interested.

All games were played on Damnation High-Int, most of them with either Lights-Out or Hunting Ground mods. They are consecutive games, and not in order. Some games were played with a duo partner.







Some other notes:

  • I don’t use Healtbar mods.
  • I’m not bragging about damage numbers here. Misplays were made, bugs happened, and most importantly damage should be taken in context. I play very aggressively and almost always top damage charts in pugs due to favoring a more aggressive playstyle (than most others) and high-damage weapons. When it doesn’t happen it’s usually because there is someone playing even more aggressively (BB Ogryn, Auto Pistol Vet/Psyker, and a few Zealots).
  • Damage isn’t the end-all be-all. It’s okay that certain classes, and loadouts have differences in damage output. There is other stuff that is just as important, like survivability, mobility, and clutch potential.
  • Compared to my other game Ogryn produced slightly higher damage numbers compared to my usual games with similar pug teams… My other games where I play with much better loadout optimized to my personal preference on classes that I have far more experience in playing.
  • Scoreboard doesn’t seem to notice the new boss, and I think damage numbers from Chaos Spawn got lumped into “lesser enemies” inflating some numbers on TH Zealot in a few games.
  • The player quality wasn’t great, but what can I do… There were some very good players at least and also managed to play with a good ogryn too. Only the last posted scoreboard is from a team where I would consider everyone highly skilled.

My Conclusions:

With the (beginner) loadout I used Ogryn seems to be incredibly overtuned both offensively and defensively. While the weapons I tried provided some ridiculous damage output on a class that should probably be more defense/CC orientated, the Survivability by itself was way too high.

I now get why Ogryns with higher skill tend to “go solo” caring little about the team, and I’m quite confused about older posts that were considered the Ogryn’s survivability too low.

My main issue is that this power pushes Ogryns into playing less around their team since if their personal skill can keep the disablers and chip damage in check (which isn’t that hard to do) they don’t need much if any support/input from their teammates. It also felt (at least with the weapons I used) to be very simple to play, but maybe it was just not pushed into doing better/trying to master the weapons that much.

I have no idea how to tackle this issue. Both Bull Butcher and especially Gorgonum seem incredibly OP and should be adjusted, but how to balance out Ogryns offensive and defensive strength properly so it both feels good and isn’t over/undertuned is currently beyond me.

PS: This took way more effort than I was first willing to put into it. I think I won’t join in on the discussion about the topic apart from answering questions and clearing up any potential misunderstanding. The next stop for my ogryn experience will be Ripper which seemed even more op than Gorgonum from the outside.

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Haha and you didn’t even have good perks and these


I agree that ogryn are insanely strong, but the overperformers are so rare that a nerf is not warranted.

BB is a great melee but has enough weaknesses.
The machinegun could definitely take a nerf to overall ammo (mag size does not really matter thanks to charmed reload).

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I think this is probably key here.

“Top player uses fotm weapons and annihilates the game” is probably not a stand out argument by itself.

But what’s good is that it’s recreatable. We can also see how this build goes for us, so thumbs up for that @Nish as that’s a good community share.

If I had to consider where the gap lies and the complaints come from…

Probably where lesser mortals struggle is getting in to that self sustaining melee fight where you can absorb toughness from mobs. Lower players not playing high intensity (I
assume?) can’t self feed, and get chipped by ranged gunners.

Also: I’m of the opinion that Ogryn might be less op with different weapons vs the current meta. Much as the zp was op for ages with the flamer and crit/bleed knife immortal build. Vet with ps of old and bolt.

None of this is criticism btw. It’s a great, useful post. If you’ve the patience, can you try a stun baton and mk 2 ripper build I can copy? :grin:

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I’ll probably try MK 2 Ripper after MK 5 to see if MK 2 is busted too. I mainly wanted to go for the top overperforming weapons first.

I level with stun baton and it had some insane CC (I was able to chain CC a group of around 8-12 maulers/ragers mixed into incoming horde a few times during leveling). I’m actually quite curious about how it performs with end-game setup. We’ll see how much time/motivation I’ll have for it.

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I have never played Ogryn, but considering the average quality and performance of the average Ogryn I run into on quickplay, I think nerfing Ogryn would be a monumental mistake.

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Yeah there’s a lot of broken loadouts and confident strike is a literal baby mode that could easily be tuned. I don’t run any Ogryn weapon with it because if you have Smash em Good some bullet dodging skill and a couple toughness regens you don’t need it. A lot of Ogryn weapons that aren’t bull butcher suffer in damage output and would way rather you kill things faster than bash them around the room refilling toughness, but that is an extremely lazy crutch. For some reason Momentum has an internal cooldown (probably because it would stack twice a hit otherwise) but Confident doesn’t, and it doesn’t even have a play condition like multiple targets either. It should honestly be nerfed down to like 2-3-4-5% toughness gain and it would still be OP.

But trauma staff is still the biggest joke in the game, gonna have to upload a HISTG solo with it because the amount of times I survive ages taking no damage just hitting my feet and dodging not even looking at any of the enemies massing around me is a joke. Friendly fire should exist only in self-inflicted damage with this weapon, because it can’t be tooled to be balanced otherwise without going back to it doing nothing damage-wise. Current trauma is far and away the most busted loadout.

MK5 overperforms because it has the pellet confirm per shot they should have put on MK6. MK2 Ripper is actually the functioning version of a Kickback minus the gimmick of knocking enemies over at any distance reliably. It basically does the same thing, get very close and do damage, tickle enemies if you don’t. But you get more ammo, and will appear in the killfeed. Not really worth nerfing.

Gorgonum Stubber is broken because of the modifier system applying universally. With a smaller damage bullet the damage fall offs are pretty aggressive to the other Stubbers, but with the high damage Gorgonum starts at it doesn’t even lose many breakpoints until the end of fall of damage, if any at all. It also uses the same accuracy formula as a regular Stubber, which obviously can’t balloon your crosshair anywhere near as fast. It also benefits the most from charmed reload having the smallest magazine and the best accuracy ensuring you actually load more bullets when it starts shooting a couple crits.

BB3 is just way better than the other 2 knives for no real reason, I would put the light attack speed/combo loop of the MK6 knife on the MK3. Slow it down a little. But really the Krourk cleavers being weaker and headshot focused knives with no headshot ability at the moment is the problem. BB3 has huge weaknesses outside of regular enemies, and the knife punch is trash and unreliable (slow, no cleave ability so a trash enemy can easily eat it especially when the attack is coming from the bottom of the screen). Maybe I spend too much time with Ogryn so I know just how trash the knife punch is vs. shovel falcon punch or slaps.

posted in the wrong thread because ->reading

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No arguments there, that thing is the absolute top of indestructible bs. Added to that, over the 1000+ completed games I had only 1 ONE trauma psyker on my team where I felt like him playing trauma isn’t actively fing me over. At least I rarely see it played, thank the Emperor.

Also, thanks for giving me some additional insight into Ogryn.

for every ogryn I see topping the melee dmg chart, there are 3 more doing worse. I’ve figured it was due to a particular weapon/blessing combo like autopistol cheese that only a small portion of the ogryn population has/uses.

It doesn’t hugely surprise me that if you have 1000 hours in the game that you’d find a new class easy to pick up since you’ve already mastered every mechanic, map and enemy in the game. For every person I see say the Ogryn is too powerful I see three others complain that they aren’t tough enough.

For what it’s worth I agree the Bull Butcher Cleaver is mindless and boring but our other weapons are just so inferior that there’s no competition.

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To me this is the biggest sin. I owe this thread a longer answer because Nish clearly worked hard on it. But the shortest version of my thoughts on the BB is basically:

  • Bb3 is very easy and a great lawn mower but does suffer against hard targets. I never feel invalidated wading in to a fight next to a BB ogryn as a zealot. I see it as balanced enough
  • all other ogryn weapons make him feel like he’s swinging pillows and thats horrible.
  • BB3 feels the way ogryn should feel mostly. mostly.
  • lots of players are not very good at ogryn and believe him being a big target makes him extremely weak at high level games. They are wrong but we have to consider that the fringe percent of the playerbase we are, and our view of how tough ogryn is, isn’t representative of how tough ogryn feels to most people.

For now that’s what i have time for. Have a swell evening.

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I have no real opinions on the Stubber, as i absolutely hate that thing (or all 3 of them)… they are a massive ammo waste and i absolutely hate how inaccurate they are. I get why people like to use them tho, but i really hate how much they are made of suck if you are not just into the whole “Gunlugger” nonsense of wasting 10 shots to land 1.

That being said… Bullbutcher is only really good with a very specific trait setup, and if you compare that to other Classes with similar pigeon holed Weapons the BB isn’t overperforming at all. I would still say it is underperforming. I mean seriously, go take a Zealot with a Two Handed sword and compare just how much more easily they wreck that horde compared to the Bullbutcher.

The BB also has like barely any means to reliably deal with Crushers. Sure, you murder a horde, but that is about all you murder. Everything that isn’t Poxwalkers and Groaners you are kinda “meh” against… and fighting against crushers is more or less a case of “don’t hurt me, don’t hurt me no more!” as you keep trying to stun them and dance around their attacks doing next to no damage even with full buffs. At least compared to other classes.

Also, comparing one specific loadout that is as cookie cutter as possible and proclaim the entire class to be broken is narrowminded and absent reality. Go leave your Bullbutcher and Stubber at home and play with any of the other weapons and then report back about just how broken it is, and then maybe we can have a conversation about the Class being broken or the very specific weapon combination you used.

I’d go even as far as to say that if you took a Krourk Cleaver instead of the Bullbutcher, you probably get quite a different experience as well, despite them being the same weapon family.

So maybe, can we stop proclaiming a class to be broken, just because they have one thing that makes them sort of competitive against the other’s classes options that are even way better than what that one class can do?

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Source. Cause as far as I know, heavy stubbers and autoguns share same -2% crit chance.

Yeee boy, let’s nerf Ogrin so his best weapon would be the Shield, yipee.
No more useful and good Ogrins, let’s make it so he would be a meme class.

But in all seriousness, I understand that Ogrin is a very good and strong unit with these two weapons of your choice, which are the easiest to use and most effective weapons of Ogrin’s arsenal, they go together very well too.

And this post can not be taken as NOT about Ogrin’s weak arsenal:

So, Gameplay part, I do agree that with this setup you don’t need to pay as much attention to your teammates because you don’t really depend on them.

But, let me ask an important question to you, why exactly do you want THE Ogrin to be nerfed, rather then any other class?
For example, infinite dodge of Psyker, immortality of Zealot, sheer damage of Veteran?

Ok, I am sorry that I got a little triggered, because from what I read, it feels like you want to absolutely nerf Ogrin, and I just don’t want to nerf any of Ogrin’s weapons at all
With the addition of Gorgonum I had so much fun, I finilly felt that I didn’t depend on luck with a good Veteran, and I think that BB shouldn’t be nerfed at all, he’s a big dude he should at least sometimes be felt so.

And if these weapons will be nerfed, I feel like people will hate Ogrins, like they do with the Shield Ogrin, because of their sheer 0 damage

But, gotta say, that is a unique opinion, and thanks for sharing, your post is good one, but sadly, can not agree with you at all

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I think he was shortening crowd control to cc, rather than crit chance. From my time here cc is usually crowd control.

But yeah, there’s a lot of shorthand used.

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Bleh, didn’t think about that thing. As it, in my opinion, least useful stat on any weapon.

If it weren’t, shield wouldn’t be meh.

Obligatory “In gacha country, we do not nerf” comment here.

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This is a very well put together article, but I feel like nerfing ogryn would be a bit misplaced. I mean, I see those damage numbers all the time with vets running bolter and shredder, and personally have hit 420k in every class with certain builds. Let ogryn enjoy a good thing once in a while.

I have no idea what gacha country is - yet chances are that we from “in non-competitive coop games we don’t break what players like”-country tend to agree with them on this…
I like how the Ogryn currently plays - although I used to main vet - let Ogryns be Ogryns. And if certain elements of there equipment don’t perform as well as they should - like the non BB knives - bring them up to form!

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CC in common hero shooters and mmos is usually crowd control. I’ve never heard anyone on the web use it for crit chance before. Crowd control does benefit melee classes as it prevents melee enemies from hitting you, basically.

He means with the crafting system being an RNG crap shoot.

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