Oh, i actually like this
I donāt like that the ogryn gameplay on havoc is reduced to being a tauntbot. Neither melee nor ranged ogryns isnāt strong enough to kill that amount of armored enemies on high havoc and they donāt provide much utility to the team. There are a lot of OP things which some other archetypes have and I canāt completely avoid comparisons to them.
At least middle tree has taunt and push related nodes, which makes its shield gameplay fun and unique. His other two trees lack any interesting features (why not copy outcast engineer gameplay to gunlugger?)
I donāt see any problem with some restrictions in talent trees or penalties after using abilities. This is an important part of how a class is perceived in the game
I still dislike the 3 nodes above auras, what Iād call another āold relicā makes it taxing to go side to side typically only at end of trees now.
i could see that yea; i think this issue isnāt particular to Ogryn tho (Zealot & Arb technically also have this from a structure pov) but i do think placement of talents can soften this feel somewhat.
If itās a big concern i could try & make a different layout where auraās are shifted above ult (same as other classes, conforming a bit).
Oh no your structure is your idea; Iām just making a critque in structure⦠thatās been my stick with talent trees for a while⦠since they used to have lots of 3 across nodes it would tax players a lot to go side to sideā¦hence my excel sheet and math >.<
Veteran has one but its flexible allowing crossing to center and back out, no tax at all unless you didnāt want the amazing middle talent.

Zealot might be the next big offender after (Ogrynās lock out section)

But down to one prior to final stretch is not as bad as the mess of 3-4 restrictive lanes and high tax crossings.
Something like this would alleviate a tax
Gotta admit, it feels silly to have a node tax on āregain toughness when using your Abilityā on ANY of the abilities.
No one is ever NOT going to take it, because ogryn is a big target that needs to compensate with multiple sources of toughness generation. The toughness regen should just be baseline to the abilities.
It is nice they started baking them into Hive Scum and with addition to Veteranās execution stance regen, now all abilities have a way to generate toughness
Yeah⦠Iāll bake that into new version
Makes the numbers work out better too, baking toughness into abilities, baking blitz modifiers into baseline and combining / removing 6 passives brings Ogryn into balance territory.
The specific passive talents and even old operative modifiers need some love too.
Even if devs tweak ogryn tree still there are other things in need of change.
always something⦠Iād like weapons to get a pass through too; especially the weaker least used ones or just overall clunky⦠still wanting variants with flashlights over physical jabs to include psyker staffs
the only things that genuinely feel clunky to me are the twin linked stubbers and folding shovels (and ogrynās version is miles better than vets which should say something for how traj those two are). a couple variants are a little lacking in the scheme of 3 but its not even unique to ogryn and theyāve done their best anyway making some that are just fun to use (bruntās pride tops the list, slaps and punches redeems everything bad about it).
but trigger delay, no accuracy and middling at best crowd control (it doesnāt even cleave 2 scab bruisers anymore), giant swap penalties, what gameplay element was the twin linked stubber supposed to be good at? the single used version (achlys) at least doesnāt have delay, but its still a really far throw from whatās even acceptable for a human tier weapon (and the braced autoguns are by no means stellar, they just do this whole walk around and suppress enemies thing 100% better).




