Edited to reflect changes since the initial post.
Sorry if this is a little redundant with some bug topics already made. Just wanted to make a post that expressed how Ogryn’s toolkit is currently underwhelming with regards to his feats. There’s more that could be said about his weapons (attack speed and patterns, accuracy, diversity) and how they interact with feats but that’s another topic.
Bugged:
- Lynchpin [5]: Specifically says “allies in coherency” but the effect only applies to self. Either it’s bugged or the text is wrong.
Not clear if working or how they work:
- Towering Presence [15]: When your wider coherency radius reaches a teammate but said teammate’s radius doesn’t reach you, are you only buffing the teammate or are you gaining their aura buff as well?
- Bloodthirst [20]: Grants X% damage resistance, but how is this calculated? Does 50% resistance mean I’m only taking half the damage I would otherwise after the 20% passive? Or is this %age relative to that passive, therefore only 30% dmg reduction max? It’s difficult to test this (and other feats) live.
- Payback Time [25]: There’s no feedback during live missions to show this is clearly working, including a buff icon in the HUD.
- Knife through Butter [25]: I notice no difference whether this feat is active or not, even playing on Heresy and Damnation. Tested with all 4 of the melee weapons.
Underwhelming:
- Bombs Away! [10]: Problems with the default grenade aside, this just doesn’t seem like a good talent. Situational and the grenades do low damage and have small splash.
- Lead the Charge [15]: Essentially extending Bull Rush’s speed buff to your teammates doesn’t seem that great. Impossible to coordinate with randoms. Would be sick if the buff duration was extended with this one.
- Die Hard [20]: Stacking max HP curios means I have to be at ~120 HP, down from ~480, for this effect. I’m not that low unless things are really going bad in a mission, in which case Hard as Nails [20] is the better option (and has definitely saved some of my runs).
- Raging Bull [25]: Like Dainsalif says below, “Instead of building and spending stacks on every attack, you do not gain RB stacks on an attack when you’re spending them. Basically, you only get the damage bonus on every other swing. Additionally, it only appears to boost damage on your primary target, not cleaved enemies.” Very weak bonus and without a UI indicator it’s impossible to know if you’re on the damage bonus swing or the stack building swing.
- Bull Gore [30]: Pitifully weak. My assumption is Ogryn’s bleed damage (or maybe bleed in general) is scaled off of the initial damage and that’s why this only does 1 dmg per tick. Even if this was comparable to the bleed from Blood & Thunder [10] it’d be very weak. You can’t even use it for the defensive interaction with Bloodthirst [20] because the bleed ends before the enemies you knock off get back on their feet.