i play ogryn exclusively as a class and on auric maelstrom 99%of the time, and i really can’t agree to any of the points, at least not in that magnitude.
knife IV, club I and III, shovel V and shield give a good versatility with equal tradeoff for what they’re meant to do.
the charge through/bleed fire and forget made most encounters trivial, almost felt like ogryn kenshiro were the enemies fell regardless of me bashing on or having them bleed a little longer.
i admit, skullcrusher has been changed, but not to the point that i’m underperfoming compared to what i could do before.
so far left tree with a little side track to pick the big grenade plus a tiny bit of lower middle, offers ample melee damage.
usually i’m leading in raw damage output with the odd plasma vet or psyker having an even better run.
i also admit my love for the kickback, every now and then can opener ripper or grenade gauntlet gets me through auric maelstrom just as smoothly.
as for the mobility, i never had a problem of being to slow when engaging groups of gunners or other pesky shooties, dodging/sliding almost has that silky smooth quake 3 feeling, for being “in the zone” you dance with the enemies and the flow is just right.
i also never “tank” as a dead enemy puts far less pressure on the group than “redheads” they don’t get off me anyways, or making “my problems their problems”
tried a brief middle skill tree but found it unnecessary due to oggys already big health pool and 2 skills to keep toughness up as long as you got enemies to clobber. combine that with weapon perks that do the same and ogryn is really hard to get down.
good shield combo would be heavy/push/light for example cause it resets the heavy fast while keeping enemies debuffed and angry at you as a bonus.
knife IV as well as club I has a nice heavy/light horizontal swing while the shovel v is all heavy with the occasional folded bonk.
if you’d like i got hundreds of ogryn matches recorded, happy to help if i can.