Completely understandable but I do think tact matters, and nerfs being significantly more even handed than they have been would go a long way to preventing wide spread backlash.
Maybe that’s just cope but I’d really much rather let these Ogryn adjustments sit for a little then approach balance holistically, even if that means leaving some silly things for Ogryn for longer than otherwise.
while bleeding is an issue, the attack speed and cleave are also problems, but the fundamental issue lies in the bleeding mechanism itself. the damage per stack is too high, and applying the same amount of bleeding stacks to every enemy hit is completely overpowered for the current ogryn. either way, I believe that the bleeding mechanics need to be adjusted, or the ogryn’s excessively high cleave should be tweaked
Throughout the course of most of my runs, bleeds have typically accumulated up to 10-15% of total damage dealt (primarily via Batter). It’s not much. It’s not nothing, either, which is where it should be.
Frankly, it always has been OK; the light attack change applying bleed on melee doesn’t change much, it just makes the uptime vastly better on weapons that already relied on bleed, whereas weapons that didn’t need much of the bleed in the first place (pickaxes) can just as well skip it and any bleed synergy from the tree.
I would be totally okay with a cleave threshold before bleed is applied. I honestly would be also be okay with bleed, or any DOT really, being only from blessings on specific weapons and not from the talent tree.
Yeah this is kind of the range I would have guessed. I dunno I don’t find that inherently problematic but it would be good to have data across various weapons and possibly game modes to get more of a feel for how high the high end of bleed’s total damage contribution goes.
I haven’t seen much evidence presented in this thread that suggests rushing to nerf batter is necessarily warranted. I’ve seen clips of ridiculous survivability but nothing to very convincingly link high Ogryn performance to bleed especially.
Took the community long enough to call for nerfs for the historically worst class in the game just after it got brought up to the level of the other 3.
I honestly dont understand, does ogryn being strong and having fun impactul talents hurt you in anyway? Or is it this made up case of ‘other people stealing my spotlight’ that brought nerfs to things like assail again.
I got 2k hours in this game and never have I thought “damn this guy is too strong better nerf him” because im too busy playing the game rather than trying to make it fair or whatever.
Honestly, let it be, play how you want and once you’re done just go do something else.
strong equals fun is a selfish way of thinking. I wouldn’t care if it were a solo game, but this is a co-op PvE game. Your actions inevitably affect others.
I have no interest in playing a game where nothing happens, and I have no intention of doing so. Right now, Auric difficulty is overflowing with beginners, yet most games proceed smoothly without any real challenges.
If everyone truly believed that being strong was fun, then difficulty settings and balance adjustments would be unnecessary. In that case, the Boltgun should have 100,000 rounds with no need to reload, and a Catachan should be able to kill a Crusher with a single light attack.
Dunno, seems kinda selfish for people to call for Ogryn nerfs the millisecond he is buffed merely to the same level as other archetypes, without demanding the other 3 get nerfs too.
I’ve not played a game yet where I noticed Ogryn being OP (not including mortis).
Instead of testing everything in the clinical vacuum of the meat grinder, why not play the game until you actually notice some things in the field? You clearly use mods so why not track some numbers on scoreboards over the coming month or 2 and see what the figures say?
You’re jumping on this with loads of hyperthetical worry whilst the paint is still wet.
If everyone truly believed that being strong was fun, then difficulty settings and balance adjustments would be unnecessary. In that case, the Boltgun should have 100,000 rounds
I don’t think going to such extermes helps your point. This type of tuning is exactly why mortis trials exists.
Havocs difficulty curve exists to push builds to the breaking point fatshark said so themselves.
So auric and normal mission board just remain as a way to “just play”. You can accept the fact that you personally are just good enough to beat auric and if you refuse to push yourself further, congrats, you ‘beat’ the game. For every person like you there is 20 others completely satisified with their experience, enough so that they dont bother complaining about it on the forums.
And besdies, this game is very soft on the co-op elements. A good darktide game is 4 players doing their things well enough for the match to go smoothly. This isnt a deep rock situation where you have to rely on other teammates necessarily to get through a game in a smooth manner (at least not on auric) and it is part of why darktide is such a fun solo Q experience.
If you nerf players all you really do is just put the bar of entry higher up for no real reason other than “not being selfish”
well, if Havoc were functioning properly, i would have migrated from Auric to Havoc and enjoyed playing there without any issues. but, the current state of Havoc is too extreme, making it viable for only a limited number of builds. On top of that, even when using the Party Finder, it can take an incredibly long time to start a game depending on the time of day, which is really frustrating. since I often play outside of peak hours due to work, this is a significant problem for me.
also, as I mentioned at the beginning, some aspects have been excessively adjusted, and I’m simply saying they should be toned down—not that Ogryn should be reverted to its previous state.
You are overestimating this buffs, they are conditional, especially Frenzied Blow, if you miss one attack you loose all the stacks, it seems quite reasonable for me.
This is my favorite part about new Ogryn tree, so many unique talents can now rebuild a melee ogryn based on weapon and option for really good fits. From clobbering raw damage ignoring bleed talent to Haymaker mace maximizing cleave, attack speed and utility for max procs.
Also I think were still in honeymoon phase as far an any adjustments / ideas getting traction right now.
You haven’t really substantiated why these abilities being powerful is a problem. Is it because they outshine other skills? Is it because they make Ogryn outshine other classes? Zealot and Veteran both have their own bleed abilities that apply bleed stacks trivially easily. And a conditional 22.5% attack speed doesn’t seem like that much of an issue to me.
two wrongs dont make a right. this is the issue people keep having when balancing any class. “but x class has y too!” yeah it needs to be nerfed also. this game needs to finally be balanced, we are still vt2-on-release levels of balance and it just keeps getting worse
He’s way above the other classes. It’s not particularly close. Only thing that competes is pure Psyker cheese, but I’ve been calling for that to get nerfed for over a year at this point.
The gap between Nugryn and the rest is larger than the other classes had over Oldgryn. By a lot.