They have so many passives that rely on heavy attacks, but the windup to do one is prohibitively slow.
You’d be better off just doing multiple fast swings due to how many mobs swarm in higher difficulties. Every 3 seconds spent winding up for a Heavy Attack is 3 seconds 40 trash mobs are shaking your Ogryn-sized kidneys.
Also, for being the quintessential melee class (Like the Veteran is the ranged class); They have an absolute lack of melee weapons. Only 6. The Psyker has more melee options than the Ogryn!
Am I just missing something with Ogryn play? Their melee focus is ‘Too slow to be useful’, their ranged is…Eh. They have a Heavy Stubber that tears through trash mobs, but the damage falls off against anything higher (And they can just melee trash mobs).
Ogryn just feel like the Devs wanted a Bash-Class but forgot to make Heavy Attacks at all possible.
Nope, you just have to hold it for a little bit. Holding them does nothing for them other than helping you time them sometimes (outside of specific blessings like thrust or the crunch! talent)
that’s the ogryn issue, he has only unique weapons so his kit is very small. on launch it was even more brutal, only the rippers and knives had their variants and picks were mia. but at least he has more exclusive range slot weapons than the zealot (all of ‘flamethrower’).
crunch really needs a rework. The only time I saw it in builds was when that BLO bug was a thing, which means the only contribution it ever made was AIDS.
If you want to do a heavy attack with any class/weapon, you only need to hold the button down until you see the start of an animation that is not the regular light attack.
Usually, heavy attack animations start with some wind up.
Basically as soon as you see that wind up animation begin, you can release the button.
So heavy attacks are slower than light attacks, but not by a lot.
Crunch? Do you mean that weird blank node bugged out on the talent tree? Weird choice for Fatshark to give us a node that does nothing but there’s always challenge runs! /j, I’d hope it’s obvious
At the topic at large: I’ve said it before but the larger issue I have with ogryn melee design is how forced heavy attacks are in the first place. Ogryn’s talent tree is already severely lacking in options in the first place, and then on top of that each tree is basically divvied up into “Heavy attack / tankiness / ranged” with very, very little overlap or nuance. On other classes I dip and dive between each side of the tree for some builds, on ogryn the closest you basically dive between what grenade you want to which ability to which keystone while almost always taking the same nodes along each path. And even then those builds are pretty much rote.
I’d much rather see the trees split into melee plus aggression (with choices splitting between light and heavy attacks, stagger, etc) and melee plus tankiness (with choices more focused on stagger, blocking, and survivability, with some smaller melee increases mixed in, or hybrid options like elite damage). Or some variation thereof. Just stop being so heavy handed with the heavy attacks. It was the one thing I wish they had dropped with the skill tree reworks, instead they made ogryn lean into it even more heavily.
Just look at how sad the ogryn choice variety is compared to veteran: