Reworking Enemy Ogryns – Community Poll

No sugar-coating it. Enemy Ogryns are in an awful state. They have to be spammed by the AI director to pose a threat, and it’s very annoying to deal with them in huge numbers, especially if you are not using any weapon without Uncanny Strike or that isn’t in the Meta.

So I made propose changes to these enemies, so their numbers can be significantly reduced and, in turn, better the gameplay experience for the players.

I’ll first go over changes I’d propose to implement to all the Ogryns then I’ll go over each type and give my suggestions as to what changes they can get to be spawned much less in compensation.

Changes to all Ogryn enemies

Details and Poll

All enemy Ogryns share the same annoying issues.

They are very easy to stagger

To put it simply, singular enemy Ogryns don’t get to do anything because they are too easily staggered by things. Voice of Command, explosions from either barrel or grenades, Arbites with all of their stagger talents, Ogryn with Impactful Heavy Hitter Keystone talent. All of these things render every Ogryn enemy completely harmless for a couple seconds. And in these couple of seconds almost every time they die immediately.

They are too quiet

It’s infuriating how all Ogryns, most notably Crushers, are so quiet that they can easily go unnoticed behind players backs until they attack, at which point it’s almost always too late to save oneself. Being aware of your surroundings is one thing, but not being able to hear giant Abhumans in heavy armor stomp up to you is just unacceptable.

The impact of their attacks are too weak

Being honest here, this only applies to Bulwarks and Reapers, but it still somewhat applies to the Crusher, so let me elaborate: What I mean by “Impact of their attacks” is that their attacks do not communicate the strength of the enemy. An example of that is Bulwarks and Reapers close-combat attacks that are blocked only take away 12% of the player’s stamina. Crushers are done right in that regard since, if blocked, their attacks can take away 50% or even 62% of the player’s stamina.

However, there’s something that all Ogryns lack in regard to communicating the power behind their swings. It’s the ability to launch players into the air. VT2’s Chaos Warriors and Bulwarks had this feature in their upward-swing-attacks. If it hit a player who failed to block it threw them away a few meters.

  • Increase Ogryns resistance to stagger
  • Either significantly increase or rework Ogryns audio
  • Increase the impact of Ogryns attacks (attacks take away more stamina, upward attacks launch players into the air like the knee kick from the Scab Capitans)
  • All of the above
  • Neither
  • Other (comment below)
0 voters

*Extras

Ogryn Stagger Resistance – Detailed Breakdown

Ogryns have three stagger levels:

  • Level 1 (≈ 2 seconds): Causes the Ogryn to take a single step back.

  • Level 2 (≈ 3 seconds): Forces stronger reactions, such as taking several steps back (Crusher, Reaper) or breaking guard (Bulwark).

  • Level 3 (≈ 5 seconds): Knocks the Ogryn to the ground.

All stagger levels cancels out the Ogryns actions (attacks for instance).

When I suggest increasing Ogryn stagger resistance, I mean the following changes:

  • Explosions and Voice of Command currently stagger Ogryns to Level 3; this would instead stagger them to Level 2.

  • Arbites – Break the Line currently staggers all Ogryns to Level 3. With the change:

    • Crushers and Reapers would still be staggered to Level 3.

    • Bulwarks would be staggered to Level 2.

    • Using Break the Line again while a Bulwark is already staggered would then escalate the stagger to Level 3.

  • Ogryns with Heavy Hitter and Impactful (at max stacks) using light attacks:

    • Currently, light attacks stagger Ogryns to Level 1, then to Level 2 within 1–3 hits.

    • With a pickaxe, light attacks currently stagger directly to Level 2, then to Level 3 within 1–3 hits.

    • With increased stagger resistance, light attacks would require more hits to reach Level 1, then Level 2.

    • Pickaxes would no longer skip stagger levels, instead staggering Ogryns to Level 1 first, then Level 2.

Changes to Crushers

Details and Poll

Carapace issue

Most weapons struggle with Carapace. Without Uncanny Strike or any other rending talents they are completely useless against Crushers. That only makes the outliers that much more powerful, while leaving the weaker alternatives in the dust.

Lack of an audio cue when attacking a specific player

This is something that existed in VT2, and it helped greatly to inform the players who are currently being targeted by the Chaos Warrior. Not only does the targeted player hear a loud, deep “thump” sound, which indicated that the Chaos Warrior is locked onto them, but they also hear the Chaos Warrior address the character, they play as, directly, which served to characterize these enemies and their relation with the playable characters.

  • Increase the Carapace-penetration value, on weakspot hits, on all weapons struggling with Carapace (ex. Heavy Sword)
  • Give Crushers a Flak weakspot on head.
  • Make Crushers play a distinct audio cue, so the player knows they are being targeted
  • Increase the speed of Crushers attack-animation on higher difficulties
  • All of the above
  • Neither
  • Other (comment below)
0 voters

*Extras

Increasing Crushers attack speed on higher difficulties - detailed breakdown

Crusher attacks have fixed animation durations that determine how quickly each strike is executed. Currently, their attack timings are approximately as follows:

  • Standing overhead swing: ~2.0 seconds

  • Walking forward overhead swing: ~1.25 seconds

  • Running side swing: ~1.0 second

  • Downward fist slam: ~1.0 second

  • Standing side swing: ~0.75 seconds

  • Forward kick: ~0.75 seconds

  • Upward swing: ~0.75 seconds

  • Elbow strike: ~0.5 seconds

  • Backhand slap: ~0.5 seconds

Proposed Changes on Higher Difficulties

From Damnation difficulty and above, increasing the Crusher’s attack speed would result in the following adjusted animation times:

  • Standing overhead swing: ~1.5 seconds

  • Walking forward overhead swing: ~1.0 second

  • Running side swing: ~0.75 seconds

  • Downward fist slam: ~0.75 seconds

  • Standing side swing: ~0.5 seconds

  • Forward kick: ~0.5 seconds

  • Upward swing: ~0.5 seconds

  • Elbow strike: ~0.25 seconds

  • Backhand slap: ~0.25 seconds

Changes to Bulwarks

Details and Poll

Almost nothing can break their guard

Bulwarks cannot be made vulnerable to attacks if it’s not a staggering ability. The only outlier I know of is the Ogryn Pickaxe which, I saw, is able to break the guard of the Bulwark by simply hitting his shield long enough.

They are unarmored

This is the case of “If their spawns will be significantly lowered, then they need a buff to compensate” and Bulwarks have a completely exposed torso and head.

  • Make Bulwark’s shield have a stagger meter–enough hits on the shield break the Bulwarks guard, leaving him open to attacks
  • Give the Bulwark an either Carapace or Flak torso
  • Give the Bulwark an either Carapace or Flak head
  • Increase the Bulwark’s health
  • Neither
  • Other (comment below)
0 voters

Changes to Reapers

Details and Poll

They are too easily suppressed

Now, since the AI director can sometimes spawn 8+ Reapers at the same time, it makes sense to suppress them so easily. However, if their spawns are to be significantly lowered, then they need some kind of buff to compensate.

  • Increase Reaper’s immunity to suppression
  • Increase the Reaper’s health
  • Neither
  • Other (comment below)
0 voters

Thank you to anyone who contributes to the discussion, and thank you to @IGN_Vera for inspiring me to make this Community Poll! I look forward to reading feedback.

5 Likes
  • Ninja Crushers are terribly silent need auido akin to Chaos Warriors of VT2
  • Bulwarks will make an opening when they attack or can spin around them, preferably for teammates to help. (Also many Ogryn overheads swings can go over shield helps being max height, jumping and doing a flick takes practice and easier on some weapons like fixed blade Shovel.)(I believe thunder hammer breaks shield guard too…actually so many abilities, grenades…way to break shield)
3 Likes

I want them to be faster and way more agressive

6 Likes
  1. Bull Charge
  2. Sweep attack
  3. Faster attack speed
  4. 1-2 sec self-stun after dodged overhead and bullcharge attack for counterattack - only if Crusher hits a wall or immovable object on bullcharge
  5. Flak or Unyielding rear weakspot for Crusher (since flak is already abundant)

A visual of the desired attacks:
lv_0_20260124185404

4 Likes

Maybe crushers need to become a mini boss at this point just give them 10k health or something and have them spawn in very few numbers. Same goes for Reaper that would make him an extremely dangerous enemy to approach in close combat.

If that’s a terrible idea then at least crushers need more interesting attack patterns rather than le 1hk overhead and bulwarks should have a breakable shield and should go into berserk mode bully club oggy when their shield is broken (like an ogryn rager :smiley: ).

5 Likes

Wouldn’t mind an AOE Plogryn style stomp as long as there’s no more large packs of Reapers.

2 Likes

Btw I like how you incorporated the “hide deatils” function, it makes longer posts more enjoyable to read IMO.

1 Like

Crushers and Bulwarks are not fun to play against, and I’ll die on that hill.

When the AI Director spawns four Bulwarks or Crusher’s in front of a mixed horde, I sigh since it makes no difference whether they can be staggered or not; they are simply a chore.

Crusher’s forces everyone to run armor penetration with guns or explosives, limiting build options.

I wouldn’t have conplained if Crushers had a weakness, a breach in their armor that could be exploited to reward skilled shooting or stabbing, but instead they’re a walking tank that makes no sound.

True killjoys!

In comparison, I have no complaints about the Chaos Warriors in Vermintide 2 and I have zero complaints towards Reapers.

The only fun thing about Crushers is kiting four or five of them so they clip into sch other like a ball and blow them up with my Bazooka.

I like this idea.

There are better ways to make challenging encounters for the players and it was figured out in Vermintide 2 compared to the non-innovative special spawn vomit of Darktide.

5 Likes

Crushers need to be as vocal as Chaos Warriors and should have flak helmets. Only major changes I think are needed.

5 Likes

Yeah, they could use the same idea as when Chaos Warrior’s call out who they are targeting. :100:

2 Likes

I think that Scab Ogryns could be further spiced up by also giving them new VARIANTS.


Bulwarks

Fatshark could divide Bulwarks into two variants. The Brute Bulwark, and the Slab Bulwark. The Slab Bulwark would be the existing variant with its Slab Shield as you know and probably don’t love too much, while the Brute Bulwark would be a new variant with a Brute Shield. An Ogryn with a Buckler, basically. Their Brute Shield is much smaller, and they’re therefore significantly less protected. But they’d also be a lot more AGGRESSIVE and active in Melee compared to the Slab Bulwark.


Reapers

Fatshark could divide Reapers into two variants. The Reaper Gunner, and the Reaper Shotgunner. The Reaper Gunner would be the existing variant, while the Reaper Shotgunner would be a new variant with a Ripper Gun. They’d be a more aggressive, CQB-focused variant of the Reaper who actively tries to rush the Strike Team rather than suppress them.


Dreg Plaguebearers

Dreg Plaguebearers would be an excellent addition to Darktide as Dreg equivalents to Scab Ogryns.

12 Likes

It’s very hard to comment as these things need to be tested to find a sweet spot.

I am certainly for making them scarier and fewer in number though…but do I trust FS to reduce the number?

They said they were buffing crushers to reduce numbers and there seems to be more than ever and loads of clown cars still.

Other things would affect their effectiveness too, things like nerfing vet krak nades. Lots of other factors are involved. It’s such a complicated game tbh lol

9 Likes

Na na na :face_with_raised_eyebrow: now we obviously can’t have a full nurgle enemy in a nurgle themed game, that would be outright absurd and destroy the…..check excuse lists….balance, yeah, balance

:squinting_face_with_tongue:

4 Likes

6 Likes

IMO Final Toll/Red Reapers should be the norm, then tweak the AI so it locks-on to and spray whoever engages it in melee when enraged (also bugfix/reduce its firing angle so it’s not firing at 90 degrees). Maybe increase it’s HP, but I haven’t played non-havoc in so long I don’t remember if players are just rolling over it.

This makes it an actual threat that you have to think about engaging. You either kill it fast or it berserks and sprays you to death.

Basicaly what was said above.

Enemey ogryns behaviour should be akin to a rhino or elephant having musth.

If it performs a charge or overhead move there should be inertia at the animation final phase, when chaos ogryn has movespeed and turn around speed reduction for players to punish mobs after successful dodge. Or a full recovery stance, like a self stagger. The same idea of how mute works, but not running around.


The red mist buff should be a proper telegraphed mechanics, so player should and could react on them, make fast deccisions and adapt to a randomly changing combat environment.

It also will make weapons that relies more on stagger rather than raw damage to have a cause.

For rippers if FS want them to be more like area control then damage - i don’t know why they were trying knockback, instead of move speed debuff.

Ripper are overall fine i think, we just need more subtypes, like partialy armored - carapace helmet+inested body, etc., wielding grenade launcher, etc.

3 Likes

I want a Bezerker Ogryn maybe it can do the random charge attack and just swing two melee weapons or just fists
26875aa15767076b43c459d31dca3119-3980117867

Actually a ripper Ogryn shotgunner would be funny/scary instantaneously unloads spraying wildly… must of removed the limiter…because CHAOS

Ogryn gunner patrol…i hope one of them fires rocket launcher backwards @.@ I’d be so happy.

3 Likes

From newly released Wrath & Glory: Darktide Extraction…so much lore drip 100pgs

Yes, they could implement under dregg faction or Chaos… weapons doing perks via armor types is finally making more sense to me if they start adding lots of enemy factions

5 Likes

I can’t take this seriously.

Once you get used to their combos and distancing, removing the number would just make every single ogryn enemy incredibly easy to deal with and absolutely boring on top of that.

1 Like

That is why I propose the buffs I did. So there is some kind of compensation for a significant drop in their numbers in-game.

1 Like