I started with Veteran in Patch 13, which was honestly a mistake. You can’t really appreciate the flexibility of Veteran’s Talents until you play the other Operatives.
Unfortunately, I feel like Ogryn conceptually suffers the most, and this is particularly derived from my disappointment in the right side of the tree both severely lacking synergies and focusing on mechanics that functionally don’t feel present in the game. On top of that, Ogryn weapons are made in a way to be incredibly inefficient with ammo, but extremely powerful in the correct circumstances. This tree does not really synergize with that kind of design—despite the fact that I find Point-blank Barrage to be a fun Combat Ability.
One of the first hurdles that Ogryn builds face is their Blitz. You have to commit to either the right side or the left side for Rocks or Frag Bombs, as diverging away requires you to take extra Talents from above that you genuinely cannot afford to take if you want to reach to and upgrade the Ogryn Keystones in addition to taking necessary staples at the bottom.
I don’t think it’s inherently negative, but this results in less of a Talent ‘tree’ and more of a Talent ‘river’ where you’re forced to follow the tide.
The second hurdle continues the river into very enforced paths that will simultaneously inform your Aura and your Keystone.
The player is immediately locked out of a variety of Passives, a few of which I consider fun or really support how I play Ogryn overall. Unfortunately, I simply cannot play with what I’m given here due to the harsh separation of these branches.
If I commit to the right side, I can ONLY take those right-side Passives. Simultaneously I can only take the left side Passives. The only Combat Ability that gains access to both is Loyal Protector. It’s not fun or interesting to me.
Ironically the only time I really enjoy pathing around to fine-tune my build is at the very bottom, and that can be attributed to the fact that it shares a similar structure to Veteran’s Talents.
I’ve spent quite a while fine-tuning and tweaking my right-side ranged-focused build with what little I’m given just to give up on playing the build entirely. It suffers from a variety of boring Passives that don’t really do anything interesting for you.
“Reloaded and Ready” was the first Talent that really stuck out like a sore thumb to me. It’s a very picky Talent in the sense that it absolutely does not play well with the Stubber.
In addition to this, it does not proc when “Point-blank Barrage” reloads your weapon, which is absolutely bizarre to me that something like this was overlooked. It immediately makes the Talent subpar due to its lack of synergy with the Combat Ability it’s functionally supposed to be used with.
I find the Aura “Coward Culling” to be shockingly bland, especially when it’s tethered to a mechanic that already feels like there’s no real way to maintain it on enemies. Despite the massive damage bonus attributed to it, it really does feel like a throwaway that you’re forced to take due to the lack of flexibility.
I can commit to the “Stay Close!” Aura in the middle, but then I have to forego Passives like “Pacemaker” and “Ammo Stash” that synergize better.
The left side has a few of its own problems, including a few Passives that I don’t find fun to manage or are interesting to use.
Even before Patch 13, “Hard Knocks” was a passive that stuck out as really bad and really uninteresting on its own. This is purely my subjective distaste of the ability, but I find the ability to be very picky about what weapons to use with it.
Not only did it get nerfed (it used to be +2% Damage per Stack (it still gave more Stacks on larger enemies before Patch 13, it just didn’t say it)), but it’s functionally unfun to use. Not only do you lose all of the stacks for one hit that may or may not be good, but Zealot gets a better version of it as a Keystone and that’s simply because they keep the buff for several seconds after they’re activated.
To carefully point out: I know this is a Keystone and is better with a different trigger, but I am simply making a comparison between stacks that stick to one attack and stacks that are built and then active for a duration.
This makes taking the Aura “Stay Close!” a very poor pick for me because I have to commit to a Passive I think is subpar compared to the other options available.
“Crunch!” is another Passive that simply ignores the problems people had with Thrust being a very suboptimal Blessing—excluding when it used to give +50% Damage per Stack as a bug.
This Passive requires you to COMPLETELY hold your Heavy Attack. This has its own problems in missions due to server-authoritative communication, meaning you can sometimes not even receive this buff because of server ping.
To activate the Passive, you need to hold your weapon’s Heavy Attack for a good ~1.5 seconds. Why do 140% Damage in that amount of time when I can do 200% Damage (2 Heavy Attacks) in the approximate span of ~1.8 seconds?
I won’t even really entertain Impact because most of the time it doesn’t seem like we need any extra Stagger to deal with anything on Damnation. Heavy Attacks from all Ogryn melee weapons can already Stagger most every enemy in a single hit.
These are all the problems I’ve experienced with Ogryn’s new Talents thus far. I don’t want to claim that any of my complaints are objective, but the more I try to do different things with Ogryn’s Talents, the more I realize I can’t really do anything interesting.