My main greviance against the skill is that while yes, all damage is amplified, realistically how much of that damage really matters? That 15% will likely not push you over threshold of killing something you will kill with another blow. You have Batter to make sure of that, notably - maybe it will not work well against a Crusher, but it sure as hel will bleed anything else to death eventually.
And no, I’m not considering teammates into the equation. You will be dealing damage alongside them, yes, but I really don’t feel like StU does contribute to these situations in a meaningful way - situations which are not boss fights, for instance. I’m not going to complain about a debuff that I have to take alongside the frag bomb, but in an instance I would hypothetically go for Bombs Away!, and had to pick and choose, I’d always go for Slam, because I would at least not have to worry about staggering Nurgle-blessed enemies (or any non-boss enemies for that matter - it’s much easier to knock off ragers off their combo of attacks with any weapon with this skill).
I’ll give StU credit on the fact that it probably works better with weapons that have an actual cleave, like Mk4 cleaver or the shield, but still, spreading that debuff is a very perfunctory role to fulfill, since it really doesn’t matter like 90% of the time.
Is it really non-negotiable? The comparison to other classes’ cooldown-reducing skills is fair, but one has to consider that
- Vet typically always goes for that ability, because middle bottom tree is fire and has many good skill nodes in it, and because their abilities always get a lot of value from shaving off 6s off the cooldown on each Special/elite kill made by them,
- Zealot can take a CD-reducing skill on the way to their better keystones, and doesn’t have to think much about the choice, because the choices opposing to the CD-reducing skills are typically not as valuable as the CD-reducing skill itself (I think Martyrdom is the only one that has a bad CD-reducing skill - particularly since it actually wants the opposing skill to get more wounds for their ability, and the Marty Zealot can branch out, but it costs a lot of points to get there).
All that meanwhile Ogryn can choose between good ability 1 (Bruiser) and good ability 2 (Payback Time). While Ogryn does want to take Bruiser to shave off 4 seconds off their massive PBB cooldown, Indomitable only benefits from having its CD reduced by 1.5s, soon-to-be 1.2s if we consider the impending nerf.
Don’t get me wrong, having more abilities over the course of the run is great, but Bruiser doesn’t do anything if you have your ability off-cooldown, whereas more Toughness or Payback Time almost always do something for you. This isn’t a binary comparison - the ability does compare to other qualities that are valuable to Ogryn and is a negotiable and potentially impactful decision with consequences, but over it I will basically always take Payback Time on Skullbreaker-type build, with Indomitable; if I have the option, because PT is more flexible than Bruiser and lets me benefit in other ways that Bruiser doesn’t (and taunting on pushes sometimes comes in handy, too, regardless).
Payback Time is a no-brainer in the build Mezmorki is trying to go for IMO, especially since it’s one point away. I’d still gladly move points away from Bruiser to get it, and a small Toughness node (should I want to leave Trample upgrade on, for instance).