Please give back the Ogryn Charge Bleed "Feature"

I don’t know how many people remember the old Ogryn “feature”, but bull charge (Indomitable) side node called “pulverize” give 5 bleed stacks on hit. Back about a year ago there was this trick were you would stop the charge early and immediately put an additional 5 stacks (10 instantly) on a small group of targets. They removed this back in the day and I would like to say that given the current state of Ogryn and his abilities (taunt being almost universally picked and trample being used with bull charge the other times). That the re-verse of this trick would open up build diversity, player expression and ways of applying damage and engaging in combat scenarios.

Please give it back I wanna use pulverize again without it being sub-optimal slop


???

He means there was a tech where you could stop the charge early to apply double stacks, if you stop the charge right “inside” the enemy

Sounds like a bug that was fixed.

dealing even more damage to enemies, no matter the class, is literally the last thing the game and its arms race needs.

and I say this as an ogryn main.

since bullrush in its utility is perfectly fine, bug-abuse don’t open “more build diversity” but cheapens the game experience

haven’t used taunt for the last year or so and clutched/carried countless matches so :man_shrugging:

using such “tricks” doesn’t make one “optimal” if they’re needed to compete with an alternate build, just sayin’

Sounds like a unique tech similar to shroudfield double hit which gave the ability more depth in use. especially considering ever since they buffed taunt it’s at least 50% stronger than charge in most cases

Another bug which was fixed.

Is bet you a crisp 10$ that on your charge build you have the obviously better choice of trample which gives you a wopping 50% increase strength, buffing the clearly worse option to be on the same footing is creating build diversity by definition. Imo

sub-optimal? just hit them in the face again, literally takes a second. the only issue is your teammates helping you by killing them before you can finish the charge and that’s only in the case where a sudden dozen shotgunners spawn out of a butthole.

sure I don’t use the bleed option, that doesn’t mean wanting to cheese it aint one for me.

neither is there a shortage of bleed stacks through other weapons nor a need for an even faster TTK through bleed.

you want a mechanic back that was never intended to work this way.

while you’re at it make can opener a default on the ripper by shooting why don’t you.

a build doesn’t get more flavor by cheapskating a bleedstack.

But it’s not cheap skating the or like can opener. Can opener was broken b/c it would apply full rending without using the knife. This would still take skill b/c I’m NOT asking the entire charge to do 10 bleed stacks, only the end portion where you MANUALLY stop it. This change would be more akin to the buff to can opener where using it once would apply the full brittle stacks (it used to be half)

faster TTK

Now go in Psykhanium and run through mauler, bulwark and crusher with charge and the bleed node and see how much damage 5 stacks do, if you think 10 stacks would be a big difference, think again.

Not to mention that additional stacks applied ONLY for the enemies which you “bumped” right at the end.

so a quicktime like button press to stop at the right time at the benefit of an overpowered dot to do the killing for you instead of dealing with the enemies in actual combat….

not very “skillfull” if you ask me :man_shrugging:

it’s not the “effectiveness” it’s the existence of such a mechanic at all that doesn’t count as “skill” for me.

stopping at the right moment…

no dot should be as effective as actual, manual engagement with the enemy through means of movement and aiming.

then again seeing how many struggle not to fall of a ledge, stopping “at the right moment” does count as “skill” for some.

same with the lame bully 3 light attack spam, far too much net worth for a mechanic a toddler could do.

This is how much damage bullrush’s 5 bleed does to a mauler you run through, those 5 additional stacks applied through the tech in the past only helped with horde clear against unarmored and infested enemies.

like I said simply stopping at the “right moment” should net no benefit in terms of stacks at all, zero, zilch.

besides psykanium and ingame clowncars are two different things, even more so when not all enemies are at full health.

it’s bad enough having psykers snacking the killfeed with lame blue flames in turret mode, ogryn doesn’t need such things at all.

I would say that the ability to put 10 stacks(plus an immediate 1-2 swings from melee would give this a reason to be picked without literally 1 shotting hordes.

The game needs easy weapons for some people. Every moba game has easy and difficult characters to play in the highest tier of play. It’s not only confusing and mechanically complex characters which can be played at the highest level.

Do you think Ogryn’s cleaver that you play the most is that much different from bully club? Most people play that the very same way they play bully club.

It’s just that Knife’s overhead strike and punch perform better than Bully club’s slap and heavy attack with weird angular hitbox when mixed together. But you can still play Krourk by simply spamming weakspot stabs.

By the way now with Crusher HP buff the Ogryn’s knife (punch → overhead heavy → 2/3 hits) combo doesn’t kill Crusher anymore, when it previously did with 25% after special and Thrust. The devs removed the reason to actually learn that combo and adhere to that playstyle, same with removing neat little tricks like shroudfield’s double hit and bullrush early stop, which actually show the knowledge of the game.

You don’t see a problem with that?

How is it even remotely the same? Psykers can spam staves, can Ogryn just spam charge against every enemy? Not to mention that using charge at the wrong time and stopping in the middle of armored blob gets you stuck and killed…

Why return a bug? Wouldn’t it just be better to buff pulverize instead?

Edit: I haven’t used pulverize since they buffed trample, anyone know how it performs currently?

I mean, OP just wants to make it an actual feature, rather than a hidden modifier.

“Enemies you run through get 5 bleed stacks applied to them. Stopping charge early or hitting enemies at the end of your run-through applies 10 stacks of bleed.”