Rethinking Feel No Pain

Look, hear me out.

Old FNP isn’t coming back and current FNP is anemic to a fault. It would appear that a flat damage reduction to everything is tabboo so, let’s just have a think about it.

Just gonna put this out there as a suggestion I’d go for.

Feel No Pain

  • Max stacks: 10
  • Any stacks of FNP provide 50% DR to ranged attacks
  • FNP stacks gained one two at a time via pushing enemies
  • upon taking damage FNP stacks deplete 1 stack per second
  • stacks cannot be refreshed until stacks are depleted

Why this? Because I want a keystone that’s generated more actively and via actions that encourage better plays.

Why ranged damage resist? … okay I have a confession to make: I don’t actually value this because the only enemy it would have a noticeable effect to me is Shotgunners, because I’m just set in my ways that ranged enemies attack so fast I would never notice. BUT to the people who are very perceptive of gunner damage resistance, it might feel amazing and that’s worth it. Also ranged damage and Ogryns will be a hot topic forever, we’re never getting past it so just embrace it.

Why everything else? You enter a room, you take a hit, you now have a guaranteed 50% ranged damage resist for 10 seconds. That’s gotta be enough time for something! And for stack building, I think it would appear too much if all stacks could be gained with a single shove against a horde (yes this is despite admitting I have no personal preference for ranged damage resist).

Now for Sub Nodes!

Pained Outburst

  • keeping this because, honestly, why not? Could even remove with cooldown since the time to regain stacks for re-activation is well past thirty seconds.

Five Fingered Rebuttal

  • special attacks can now build stacks of FNP
    Oh yes, yes I am suggesting that. Yes it would apply to all special attacks because why not?

Motivational Commissar Skull

  • Ogryn gets a personal servo skull with a commissar hat to shout inspiring commands and/or threats of execution.
  • The skull fills the Ogryn with fervor allowing him to smite the largest monstrocities on special melee action when at max stacks of FNP.

Yes, yes I would! You thought I was leading up to a lame stack increase toughness coherency regen, but that’s for the weak. We want boss stagger back, baby! I want to slap the sin out of a Plague Ogryn, Fatshark! Add whatever internal cooldown shenanigan you need, as soon as Ogryn takes damage he’d only have 10 seconds to bully the boss if it isn’t already dead. You can’t tell me having that wouldn’t be cool!

Either they need to increase the stacks gained from pushing to more then one, or if they keep it at one stack they need to make it so that when you stagger (with melee attacks) enemies it’ll grant a stack of Feel No Pain (with an internal cooldown) instead.

I was not expecting the buffs to ranged enemies and the removal of the toughness grace period. This might be something that will let Ogryns have at least some more freedom of mobility against ranged units.

Perhaps remaking it into some form of new “toughness grace period”, perhaps when you reach 0 toughness you gain an additional ranged damage reduction for 1,5-2 seconds with a cooldown on 8 seconds?

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I will defer to anyone and everyone with a much stronger opinion on ranged damage than I to discuss that.

They could easily revert every change made to FNP, and Ogryn would still be the weakest class in Havoc. At this point it’s obvious FatShark loathe Ogryns.

I have tested 3 times FNP the past days…
My feeling, you loose lot of DPS and you get nothing in return. Sad, but true. To describe my experience, I was in grey for damages the 3 times (so contributing less), could not kill elites… was useless. But every times I picked the heavy hitter keystones, everything was better… I wonder why (lol).

There’s a need to change this.
For me, FNP should go on the TDR land. Actually this is a bad keystone, and this even if it less worse than what we can see on veteran (absolutely worse keystones) or, less, on the psyker.

Okay, I can accept that.

But… isn’t it a little too passive for ogryn? You don’t do anything and it fills unless you take the one node that makes it refill on pushing.

Like, reverting seems, to me, the less appealing choice.

I do think that having the cooldown reduced and having it being tied to get to 0 toughness is the way to go. You could also just increase the toughness gained backed to 50% and having the “push back” enemies be combined with a larger suppression effect so that you’ll get a brief reprieve from shooters/gunners.

Until all the other classes are pushed down as far as Ogryn, being too passive won’t matter. I’ve played over 1,000 hours on Xbox only as Ogryn and most Ogryns weren’t great even when FNP wasn’t nerfed. Yeah, in a good players hands it let you triple clutch , but majority of people suck. Vet doesn’t need your skill level to be high, just mid with correct gear and talent choices and I feel like the same can be said for Psyker. Ogryn will still need buffs to reach the power levels of the other classes even if they did revert FNP. On the other hand, they could nerf the other 3 hard and see how it goes over with the other 99% of the player base.

Psyker is hard to play. However, once you get enough skilled, you can deal a lot more damages than others. But your body is made of glass…

Yeah, Psyker is harder than vet for sure. I just feel like it’s easier than Ogryn to master.

I can play Ogryn in auric maelstrom, I cannot with my psyker. I am a bad psyker, but still, Ogryn can replenish so easily toughness than it makes the class pretty solid.

And that’s really why I think FNP is badly designed cause the bonus it gives… does not provide you something good.
I think that DR or TDR is what should be given by FNP. Cause you have absolutely no reason to pick FNP while you can go melee or ranged and still have a lot of ways to recover toughness.

All 3 options down at bottom of skill tree sucks. Heavy attacks suck when light attack/combo(for example certain clubs) would be more ideal dps option, and lucky bullet generally sucks on slow-firing weapons(extremely inconsistent). FNP is just the most universally functional option no matter what you do(unless you don’t get hit; but let’s be real…), in that way it’s actually better because it doesn’t force you into any particular playstyle/build.

Kind of like veteran’s except vet has way better stuff elsewhere and often are better off not taking keystones.

I think the base design issue with Feel No Pain is that it has more value the less you get hit. But if you’re barely getting hit, then you’re hardly in the thick of it, and already have toughness to cover the occasional hit… I don’t really see the point.
It would be a great keystone if it did something when you get hit repeatedly, instead of doing less the more you get hit. Or maybe giving you severe DR for a couple seconds when your toughness breaks to act as an additional layer (ontop of toughness grace) and maybe providing a few different buffs when it happens. As it is now, the design is just double stacked onto toughness and only really helps ranged builds. It’s almost tailor made for ogryn ranged builds that don’t need lucky bullet in fact, and that’s kind of weird for what is supposed to be a melee tank keystone. It should definitely help players who are actually actively in the middle of the fight the most.

It giving ranged DR would certainly be strong but it would perhaps be too much of a benefit to just that branch of ogryn. It’d sure be useful on Havoc right now but it would also be the only viable pick on Havoc if that was to be the case.

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That’s not an issue.

You shouldn’t be taking consecutive hits. It absolutely shouldn’t reward people for getting hit repeatedly lol.

And it does have that pushback when stack reaches 0 so that’s something when you do take many hits in short time frame.

It’s supposed to be a melee tank keystone. If it’s not supposed to be most useful when you’re getting hit then I don’t know what a tank keystone is for. Honestly it’s literally just a more abstract, worse version of veterans iron will.

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It’s supposed to make ogryn more tanky not encourage facetanking.

facetanking is derogatory btw.

Even the broken veteran skilltree doesn’t encourage facetanking, Iron Will only works when you’re at high enough(75% or above) toughness.

Yeah well and it doesn’t. It literally doesn’t even stack with itself additively lol. It says 25% but it adds up to like 21% DR. Which drops off when things start hitting you and you end up with 0 benefit.

Iron will has way more uptime and realistic use btw because you can just press one of your multiple free toughness recharge ults and it’s now active again. Also, it’s 50% instead of 21% dwindling down to 0% as you get hit.

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I’m not saying it’s good.

Just that it shouldn’t encourage facetanking.

That and the “toughness replenishment” part is basically worthless if it “works” the way I expect it to(only apply to coherency regen which in itself isn’t good).

I’m not saying it should encourage facetanking either, I’m saying it should have literally any function when you’re actually in melee and getting hit which is what the entire tree is built around (see things like payback time)

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“more value the less you get hit”
You consider that a design issue.