Ogryn rework 2

hello there , before the ogryn rework came i did create a steam guide called `` the big thinking ogryn rework on steam´´ , the rework was decent but it still leaves too many problems in the ogryn tree and gameplay and i fear is time to create another. maybe here developers can take a look.

first one is damage resistance, the ogryn can have really high damage resistance the problem is he need to spend a lot of points in different perks to achive that instead of focusing in a game style.

one simple change would be remove the 20% damage resistance from ogryn and give him a 50% damage resistance but only against range enemys.

second problem is tougness regeneration, being very limited to it to the point the blessing confident strike is sometimes recomended.

the lack of flexibility in builds and many bad nodes.

lest start by the top of the tree.

the red means is overpowered.

blue is good but can get some love.

green is perfect and balance.

and pink is need a buff.

Lynchpyn can be actually decent but it is not active when enemies are close dont do nothing when you are full toughness and need your team nearby to work.

the solutions is easy you a get a aditionally 100% more bonus from your own aura. meaning bonebreaker aura is a 20% more melee damage for you instead of 10%, stay close is a 40% from 20% and coward culling is a 30% from 20%. or a 50% more from all auras.

then is furious and towering presence , first change they need to change the position with each other so you can pick Lynchpin and towering presence in a line.

then we need to buff them .

towering presence need to make enmies in your aura supressed so once we engaged in melee with range enemies they dont keep shooting at point blank.

furius in the other part is not that easy to buff because is not that bad with cleave blessings, the problems is not many weapons have acces to cleave blessings only the knifes and the pickaxes.

(no i dont consider brutal momentum a cleave blessings) antoher problem is too much armor and mass so cleave dont do much , in other words you dont need help when you can hit five enemies at the same time so we can make it better for boths.

furious should increase cleave and impact on consecutive attacks 5% with a max of 4 stacks.

smash them and the best defence right now should be always pick but we can change a little so if somebody want to not spend points of both of them.

smash them should give 15% toughnes on heavys

the best defence should give 5% tougnes on lights.

with this little change you can focus more on heavys or lights.

the is heavy weight , is overpowered but i dont think it need nerfs i think the other classes need something similar, like veteran against range and zealots against mutants.

then we have the blitz problem, all clases should have a timer in their blitz making them a cooldonw , is not fun to use a single bomb in a game and i dont think a big bomb every 220 seconds would break the game or a box of bombs every 180 seconds.

aditionally the rock should have a reload animation where you pick one from the ground.

the big bomb should have 2 charges .

nodes like That didnt count and big box of hurt could be untouched to see if the previus chances where enough.

i hear some people say the rock should be like the zealot knifes but that sounds boring to me , i thing a long range catapult ogryn sounds more fun.

first we must speak about the objetives of this rework i want 6 diferent build

melee heavy

mele light

tank push

tank block

range braced

range mobile

also i now add a new colour Brown means it need to go.

soften them up is good concept but it was nerfed for a reason and now 10% is nor good enough if you dont add more damage debuffs to the enemies so we can change it to a a 20% armour reduction enemies you hit on melee.

this would make this node good against armour and would make more weapons viable.

payback time is another good node , and since the last change of activating on dodges make it be active almost all the time but dodges are not the strong point of the ogryn and 15% more damage dont reach many break points alone. so we change it to enemies that damage you receive 50% more damage from you, the bonus is half if you block him.

pumped up, boring but strong node , it was nerfed. Change required. half the damage go your stamina, you no longer recover stamina when taking damage and you take 25% more damage when below 50% stamina. this would open a new stamina build for the ogryn and not the extra toughnees/ health curios.

focused fighter is very weak and feels bugged, sometimes you loses all stacks beacuse yes, anyway every melee hit gives you a stack of 10% damage resistance against melee attacks , stacks 10 times, losees all stacks on geting hit on melee.

this rework of the node is to give ogryn the hability to tank hits so you can reserve your dodge to the trapper in the corner.

strongman is bad , it gives you similar valour of the tax node of 10% toughness damage resistance.

i could say `` enemies you hit in melee do 20% less damage´´ but being in the middle i want a more flexible idea.

mi idea is , after killing a eliter or specialist (melee or range) you recover 1 dodge.

something unique good in range or melee sounds good to me.

cant hit me again total rework too, after getting hit by range attack you gain 20% more speed.

keep shootin need a massive buff, 30% more reload speed sounds decent and not only when your clip is empty.

change the 5% toughness damage resistance tax node for 10% more health

Lets talk about the ultimates, first 2 are indomitable and loyal protector beacuse they are the ones with less changes needed.

trample and valuable distraction need to change the one for the other.

enemies trampled should receive 20-25% more damage.

and valuable distration (change the name for i am angry) gives you 2.5% more damage for enemy taunted.

why this changes? simple, trample is hard to get value and can put you in dificult situations, with this change you can let your team get te value and also would give you more reason to charge a boss. the taunt is the contrary , is too easy to get value because not only you can protect your teamates you can make them do more damage , with this change instead you can get value killing heretics faster.

point blank barrage need a lot of changes.

first change it need a lower cooldown seconds and not 80.

second it need to regenerate ammo every time you use it. (maybe 25% of your total ammo)

bullet bravado is very good with the twin linked the rippers , decent with rumbles and kickback , and bad with the rest of the weapons.

not only that, combined with the ripper and the stubborns it kills blessings that recover toughness beacuse you dont need more toughness so if you want to do full autos you will pick always damage blessings. so to give such blessings a place during point blank barrage it needs to change.

bullet bravado makes you inmune to mutats dogs and trappers while active.

not only this change will give something unique and will not replace the blessings it will aslo cover one of the weakpoints of point blank barrage.

imagine you are braced active point blank barrage and a mutant grabs you, you lost 5 seconds of your ultimate in the grab and another one and half bracing again so with this change this no longer happend.

hail of fire need to give a accuracy bonus and change his name to bigger bullets.

light em up need to affect explosions and proyectiles is a max of 16 stacks so it should be fine.

the 5% rending tax node need to go and be replace by batter, so you can pick up batter and delight in destrution in a straight line.

beat them back is solid but also boring and also not many breakpoitns by itself and with the thing i have planned for crunch i have a better idea.

beat them back gives yous toughness regeneration of 10% second meanwhile you are charging heavys.

crunch : fully charged heavys instally kill humansize targets

strike true weakspot hits causes 1 bleed and 10 rending. this change maybe be boring but is necesary, putting batter unacesible from point blank barrage and the limited ways of ogryn to cause bleed you would limit the uses of deligth in destruction in hibrid builds. and asking for weakspot hits would make more difficult to make a lot of enemies bleed.

in the place where batter was be put frenzied blows

so now we have the left side for heavys and the right for lights.

the 5% reload speed bost tax node need to go and be replaced by ammo stash.

big bum increase the radius of explosion by 27.5% and the cleave of bullets by the same ammount.

fire away gives you 2 stacks of burn no mater close or not and it gives you 40% damage resistance to fire and cannot be moved by barrels.

in the place of ammos stash we put unstaple momentum.

concentrate no longer consume stamina.

for the little ones the 25% more revive speed should be always active.

unbreakable , your perfect blocks can block all atacks , after blocking an attack you get 25%more mele damage for 10 seconds

brutish strenght stacks 4 stacks of brittlenes on push , aditionally reduce the cost of pushing a 30%.

simple minded 40% corruption resistance and you recover 5% toughnes/second for 3 seconds on push.

now we have a push build and a block build.

the 2 white points are because this nodes are now up.

too stuborn to die is a fun node that can clutch the only change it need is the position it should be where dedicated practice is so every straight line have a defensive node.

in his place we are gonna put implacable, implacable also make your fully charged heavys have 100% more cleave. (perfect with crunch)

in the palce of implacable we put No stopping me removing a dead end node and making a more movile heavy hitter .

in the place of frenzied blows we put dominate and we rework dominate, you gain 20% more impact on elite kill for 8 seconds it stacks 3 times, so you can dominate maulers and crushers also we give more ways to increase the impact of ogryn.

in the place of dominate we put hard knocks.

dont feel a thing from the key stone now doubles the effect of the keystone and his modifiers for heavy attacks but removes the effect for light attacks.

unstopable is the opossite doubles the effect of the keystones and his modifiers for light attacks but remove the efeccts for heavys.

atention seeker blocking or pushing enemies taunt them for 8 seconds also gives you 25% damage resistance against gunners while blocking.

(this change is to make this node stronger with weapons that are not the shield)+

no pushover need no changes.

no hurting friends is too strong and was nerfed so a simple change would sufficed.

allies in your coherency take 10% less damage when a ally takes damage you gain 10% more speed so you can go save the tinis.

bruiser needs to go, cooldown reduction is too strong and the game has turned into a race on how to spam more op things, so we are going to make the oposite.

new bruiser, for each second you dont use your ultimate having it ready you gain 1% attack speed, stacks 30 times. lose all stacks on using your ultimate.

get stuck in duration increased to 10 seconds also now trigers when an ally use their ultimate.

wont give in need more buff than i have imagination so i am not gonna even try to save it.

pained outburst cooldown need to lower 1 second by pushing.

pacemaker need to be fused with dedicated reloaded and ready so:

pacemaker hitting 3 or more enemies with a sinlge attack gives you 15% reload speed after reload it gives you 15% more range damage for 8 seconds.

spary and slay need to be fused with bash and blast so:

15% more melee damage and 7.5 % attack speed after emptying your clip , gain 3% more range damage on melee kill last 10 seconds stacks 5 times.

dedicated practice and mobile emplacment need to be fused.

25% damage resistance while brace, 20% weapon speed swap.

massacre we can leave it untouched.

lucky strike gives 75% more critical strike damage also makes your crits cause 1 stack of burning (both melee and range)

burst limiter override should refund the ammo instead of not consuming the ammo so you can trigger spray and slay and pacemaker without using ammo.

we save good shooting with the buff of lucky strike.

we save back off with the changes of pacemaker and spray and slay

heat of battle should give a 2% more accuracy and rending for stack aditionally to the fire rate.

¿opinions?

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Umm ok.

But whats the point of doing or suggesting class rework when overall balance is mess?

Question: How would this work if the hit cleaves through multiple enemies? If they are human-sized should they all just die in one sweep?

I’m seeing a lot of suggested perks where they almost doesn’t feel like perks but like keystones with how much one gives you for just a single talent point.

At full stacks, that would be 60% Impact. Pair that up with Impactful Keystone node and you get 120% Impact in total. One light swing would heavily Stagger a Crusher and continuosly making light attacks would render the most Stagger-resistant non-boss enemy in the game completely harmless.

A lot of other perks that you wrote here also suffer the same issue. They feel like they are attuned to Havoc and not the base difficulties. An Ogryn with this talent tree would turn an Auric Malestorm into a cakewalk, and it’s what people currently have an issue with. Darktide should be balanced around the base difficulties, not Havoc.

I’ll be honest, I do not know what to present as alternatives because I am not an expert on Ogryn. I am a good Ogryn player and can easily get through Aurics and Havocs with him. But I seeing in what direction the playerbase (and admittedly I) want to see the devs take the game in, I wouldn’t want to see such powerful perks to be implemented into the Ogryn tree.

I fear that making it so, would significantly increase the powercreep which would eventually lead FatShark to buff the enemies, which would make already weak weapons, like the Heavy Sword, feel even weaker while overpowered weapons, like the Dueling Sword, even would become even stronger.

Though there are some things I definitely agree with (all to do with the Point Blank Barrage buffs, Valuable Distraction rework and your stance on how Cooldown Reduction nodes need to go), overall I must disagree with that kind of rework. There’s very little nerfs here and a lot of buffs. Ogryn is already a very powerful class, so making him even better would only make powercreep even worse.

I think FatShark first needs to focus on:

  • Nerfing the outliers in the weapon category (Dueling Sword, Power Sword, Plasma Gun, Flame Staff, Rumbler, blessings like Uncanny Strike, Chem grenade);
  • Buff the weaker weapons (Lasguns, Knives and Shovels on Ogryn, Heavy Sword, Chain Axes, Chain Swords, etc.);
  • Actually finish the talent tree reworks for the rest of the classes (since FatShark said that they are not finished with Veteran and Psyker);
  • Get ahold of the mess that is the enemy balance so that Enemy Spam can be reduced, so the game becomes less about “just swing your melee and spam your ability to get those 15 Ragers off you” and base difficulties like Auric become actually challenging the game stops being balanced around Havoc.

When all of those things are finally done, then and only then do I think FatShark should look back at Ogryn. Though as seen with some of their recent Hotfixes and updates, they’re doing small nerfs on the Ogryn and Arbites while working and releasing bigger updates so we will have to wait and see where all of the classes end up on the balance scale.

your points are solid, and if they make them true i would put your idea above mine , but until then i dont want to feel bad playing ogryn.

perks should give you a lot in my opinion they need to make you feel like you want all of them and not feel like you always need to go down to take the good stuff or a keystone.

another thing is i want perks to feel unique i dont want 6 diferent perks that gives you 10% damage resistance each or the 15% more damage . so you need 3 or 4 to feel a diference.

the question about crunch is correct, remember is a full charged autoreleased heavy it would not be a op as you may think. it would be similar to the haymaker blessing in results.

maybe is true this rework would make the ogryn op , but atleast make crunch good the only time crunch was good was when it was bugged.

balance around normal dificulties instead of havoc really sounds good , is a shame fatshark is this slow.

another thing , do you agree in any change? i would love some feedback in that regard.

ummm

and what i am supoosed to do?
i have been waiting for a dueling sword nerfs 2 years

i have waiting for a crunch buff 18 months

i have waiting for a rebalance of blessings since launch.

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Well, I said that some of your suggestions, I definitely very like and would very much liked to see implemented.

If anything were to recieve buffs, it should be the ranged Ogryn build side. Not only has it been neglected, but after the Ogryn rework also rendered completely useless in higher difficulties.

I threw it out before but I’d like the mostly useless Point Blank Barrage to use a mechanic similar to Desperado’s gold magazine where you reload from without taking from reserves. Obviously unlimited reloads would make Rumbly Tumbler even dumber and Kickback as well, but giving you a number of free reloads would make it less of an awful active ability that makes you siphon down the next few ammo pick ups to be able to use…the ult icon is of shoosting big machine gun.

This is where I stopped.

”Ogryn should suppress everything, even hordes and any enemy capable of being suppressed, just by being near it” would completely break the game.

We don’t need all that. We need some base damage buffs, cleave increase, combo buffs and frame changes on underperforming weapons like the shovel and knife, some base crit chance, crit scaling and options on blessing and maybe one more talent, move the crit to the middle tree at the bottom so its accessible to melee builds, and a slight reduction on the cooldown for PBB so you can use it without being force to reduce cooldown with constant lucky bullet procs.

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While it’s OP in writing, I would love to see more done with the suppression mechanic. It’s cool and rather unique, and it’s a dream of mine to spray bullets and effectively CC those pesky shooties so my team can run up and deal with 'em. Covering fire, for real.

Also… I’m not big on aiming :sweat_smile:

2 Likes

You think I dont want this things to change to and even more?

Still discussing and lookin for powercreep solution when balance is made with Havoc in mind is simply pointles unles devs seaparate Havoc from rest of the game.

Waiter, waiter, more power creep!

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I can see now why my reworks failed… It really intimidating to go through all your notes especially as it is organized. I do agree on the jist Ogryn needs some tree fine tuning and then a deeper look at specifically unused talents the most, as well as some strange talent positions.

But I only call for some tweak I think most of the work has been done they could start with just a few talents / weapons every patch

I don’t understand your criteria for over powered talents.

I can jive with blue CDR talents being removed, but only because I desire all CDR to be hardlocked to ultimate-related talent nodes (Such as Go Again! the most underrated ultimate modifier in game), Curios, Auras, Keystones, and nowhere else. Absolutely all Blue CDR nodes have infinite scaling, which is good for keeping with the climbing difficulties, but ultimately a tax on my build variety and, in Ogryn’s case, nothing but detrimental to balancing.

(Bruiser was the only “OP” talent I wanted to comment on, the rest I just disagree with).

The other issue I would have is the bufffing noob trap talents. Lynchpin, Towering Presence, and Furious have only one purpose and that’s to waste your talent points from picking factually better nodes at the bottom of the tree such as keystones. The best side-grade fatshark could do is delete them. The more viable blue nodes ogryn has at the top of his tree, the worse off new players will be because they’ll pick them and then never let them go until a YouTuber tells them to (since build crafting is hard and not many people want to pay the mental tax needed to make something good).

The rest here, instead of nit picking, I’ll just say I think paying and gray nodes are the biggest issues for most of the weaker talents. Stuff like Crunch, No Stopping Me, Simple Minded, and yah know the rest of them aren’t strong enough to deserve tax nodes. Just making then available so they cost 1 talent point instead of 2 is a 100% increase in their value.

The remaining operative nodes are a hold-over from early days of Darktide, they’ve been talked to death. All toughness increases should be in the unskippable progression nodes and the one lone +15 toughness node needs to be something else.

Everyone knows PBB and that whole right side of the tree is whack so no disagreement there.

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