I’ve heard a lot of talk about an ogryn talent rework. I’ve played ogryn a decent amount, used all the weapons until I hit max ranks, but I don’t really feel like enough of an expert on ogryn to really comment on this.
If this does come to pass though, I had an interesting idea for a talent from roleplaying games. There are things for barbarians and orcs and other such tough characters where when they dont go down when they reach zero hp, they either get an extra round or they have their barbarian extra HP that they lose when the rage ends. It would probably be fun to have a talent like this where dying gives a buff where you can live for 10-15 extra seconds.
To make up for the fact that you actually will die at the end, unlike the zealot talent, it could reload your ranged weapon, give a 40% damage buff, reset your combat ability, last longer etc. if you drop a medpac, take a stim, get to a med station etc. you don’t actually die because you don’t have zero health anymore.
I think there is probably an argument for ogryn just straight having a cheat death mechanic like zealot, but it might be a bit boring if it were largely a carbon copy of what the zealot has. Perhaps this could be flavourful and thematic, but also make the big tanky boy feel a bit more tanky (he is definitely already big, that’s covered).
There are talents that are already pretty similar. Even blitzes. Invis, charge forward, etc.
I think an ability on the Ogyrn similar to zealot could make sense. Or have it built into the feal no pain key stone.
My favourite Ogyrn suggestions have been to add things like the slayer dodge where Ogyrn knocks down small non-elite enemies when dodging to move though them.
Now imagine if Ogryn had access to this like zealot. It does instant knock back dogs if you are caught. Or a skill node that allows self protection against disablers like nets with same cooldown. 10 secs is very quick cooldown based on fact you rarely get caught out, pretty much “always active”.
This is exactly what happened to me. I have been swapping between the two a lot and going back in forth this passive really stood out to me. It’s what allows the zealot to really get up close and personal with the heretics, kind of with impunity honestly, and play aggressively.
The tool that allows ogryn to play aggressive and risk getting out of position is the bull rush skill, but then it needs to do the same work as fotf/infiltrate and cheat death kind of in one. Zealot can charge into a million gunners like a total goof, literally be reduced to zero health, die essentially, and then just become invulnerable and hit a get out of jail free book or just go invisible and then walk away. Then they are mortal for a whole two minutes. This allows zealot to play aggressively in ways an ogryn can’t even contemplate.
Honestly, the more I write this the more I realize, the issue isn’t that ogryns aren’t tough, they can take quite a beating, but that the zealot has tools to fix problems that toughness cannot fix.
@Reginald hat a good video on ogryn improvements, one thing i liked was to simply trample the chaff, because it’s really frustrating when a zombie you don’t even see on the ground blocks you from moving.
as for dogs, i’d like him to bash the dog against the floor until he’s left with the legs in his hands. however this exposes you to other enemies.
also, rip off a trapper’s head and throw it at other enemies to suppress them.
I agree. If a poxhound jumps on ogryn he should grab it and use it as a weapon until the bloody skin sack thats left is no longer a viable heretic killing implement and then you swap back to your other melee weapon.
I heard about the idea of walking through/over pox walkers. There was a big discussion about this around POE2 dodge roll and GGG did eventually make some very small enemies have no mass I believe (IIRC some little beetles). I feel like getting stuck is an important mechanic and I’d be cautious about changing it too much myself even if its probably bad from an RP perspective.
As much as I am enthusiastic about Ogryn being more like an Ogryn I think we have to accept that disablers can’t just be different for Ogryn or it’d break the game. I propose we keep the glory kill idea though. Special attack into special attack actually just glory kills would be insane.