Hey everyone. Sorry, showed the wrong talent build in the video. Correct one is here: darktide.gameslantern.com/builds/9af88d8c-4e27-469d-ab20-00a955572103/unwavering-bastion-2 It'll also be found in the description. Thanks @Craaaaabs for letting me know!
I can't make a build link for every different weapon loadout, so it's mainly just here for the talents. Otherwise I'd have over hundreds of links I'd have to manage..
they didnt rework it.... it has the exact same attack animations and damage..... why did youmake this what changes are their i see literally no difference on my ogryn...
They essentially reworked some of the armor damage modifiers so that you more or less will see the same damage numbers no matter what type of enemy you're hitting. It still takes a while, but it no longer takes forever just to kill a single Crusher, and Muties also take more damage. Long story short, a much more well-rounded weapon now in terms of damage profile.
I'd like to know when too (Darktide is known for ninja edits in their patches) but it seems recent, so it's gotta be recent patches. All I know is when you inspect your Shield, the Carapace damage value was much lower, but now it's got a similar damage profile to anything else.
Oh my, I showed the wrong build in the video, sorry! I'll put the correct build link in the description and write a pinned comment so others can see. Thanks so much for notifying me!
I didn't know the shield was reworked. It's so hard for me to not use the kickback. Why this gun? I played around with it and always go back to the kickback.
They essentially reworked some of the armor damage modifiers so that you more or less will see the same damage numbers no matter what type of enemy you're hitting. It still takes a while, but it no longer takes forever just to kill a single Crusher, and Muties also take more damage. Long story short, a much more well-rounded weapon now in terms of damage profile. The Rippergun is one of the best when you're either playing Duo/Solo, overrun by trash mobs with special enemies pouring in. You can take down multiple specials before having to reload, and each elimination only takes 1-2 bursts. Kickback is good when you're.. Kicking back behind cover (pun intended) and just gunning ranged enemies back, not ideal when you have to handle 5 specials when the horde is on top of you.
Being killed by a flamer while being grabbed by a boss or mutie, OK fair game I guess since it's an aoe. But being killed by a gunner while being grabbed by a boss should not be a thing... Or it should damage other enemies like it did on Vermintide, ChocoB used the ratling gunners to thin the horde with them in his old vids
It wasn't a thing before. Chaos Spawn, Mutie grabs, or BoN swallows used to turned off enemies attacks. If you were temporarily incapacitated by any of these attacks, every other enemy stops attacking you. Somewhere down the line, an update broke this, so these grabs can be instant death even at full health. Unfortunately, considering the enemy's audio cues have been broken for half a year (fixed for 1 week and broken by a hot fix immediately after), this issue likely isn't going to be fixed any time soon.
These anti fun bugs will kill the game if they are not solved because you can't do anything to avoid it since dodges and blocks sometimes don't work as shown multiple times in your videos and Telopots videos.
Absolutely agree with you. When I lose, I want it to happen due to my own mistakes, not being robbed. I don't even care if they add nothing new in the game and just fix all the existing problems such as silent enemies, weapons not swapping, etc... List is too long. There's a very real threat that Space Marines 2 will absolutely demolish this game too. We can only hope Fatshark gets their shit together.
I think "rework" is abit of a wrong term to use in a case where they just change values in term of stats, maybe balance change would have been better ;D I was excited for some new gameplay mechanics when it said "rework" haha
Feel no pain is bugged right now stop using it. Also you spec into rush not bleed charge while running the damage reduction??? Are you not aware that with a pack of bleeding crushers you can eat 3 overhrads before toughness breaks
Feel No Pain has been fixed already. That said, it's not that good on anything other than the Shield. Trample gives you more damage against meatier targets (which helps the shield immensely) while Pulverize is more defense oriented thanks to Delight in Destruction. Most weapons are better off with Pulverize to defend against gunners but it's not necessary for the Shield, so you can absolutely take Trample. Either works, though.
I can't find patch notes regarding this but inspect your shield and look at the Carapace damage value. What was once a pitifully low value is now a similar damage number to every other armor type. You just hit Crushers a lot harder now instead of tickling them.
Lol my dude its not a bad vid but i think you should delete and remake it. Looks hella sloppy just making a comment for a lightly edited gameplay build vid. Not sure i agree with the all toughness either given a health curio on ogryn is very much wprth it takes you too the point you can eat 3 overheads on toughness with damage reduc and still have a snipers worth of hp left
What would you suggest editing? This game has next to no short form scene because making kill montages like it's Call of Duty makes no sense. I'm all ears if you have some editing ideas. Also, if you're wondering whether HP or toughness is more suitable for Ogryns, an excerpt from the Ogrynomicon guide analyzes the differences pretty well: "HP or Toughness? HP gives a bigger numerical advantage, as each 1% gives us 3HP to our total, making Ogryn capable of reaching astonishing, 500HP or more. This is huge for a lot of reasons. First, this means that even at half health you likely will have the same or even more HP than completely untouched teammates. Second, a lot of Corruption DMG is either flat number or % of the damage dealt, meaning that is is very rare for a HP stacked Ogryn to ever lose a single wound to corruption alone. The most common argument against HP stacking is that HP ogryns will suckle a single medipack dry alone - which is true, but also means that the Ogryn in question was a BAD Ogryn, because grithy HP loaded Oggs should never stand in the healing mist longer than they need, usually healing just a bit if they even feel they need it - lots of good players would either avoid the healing area at least until lil’uns get their fill to scrounge up the last whiffs for themselves. As it should be. Additionally huge HP pool makes you extremely durable to attacks that bust through toughness with full spillover to health - like devastating Crushers or Maulers overhead or Sniper Shots, which, thanks to you excessive girth of HP, are hardly a big issue to tank, letting you swallow multiple such hits without going down. Toughness on the other hand cannot be stacked to such ludicrous proportions, but at the same time offers much more overall durability through the match - partly because Ogryns have outrageous capabilities in stacking Toughness Damage Resistance, up to hilarious 60% baseline, making each point of toughness so much more than it seems on paper, with 200 toughness acting often like 300/400 effective toughness due to the resistances. Toughness is also much easier to regenerate and thanks to talents that give us back a percentage of total toughness on heavy hit - a big one too - the more toughness we have, the bigger gains we can enjoy from these talents. Now that Fire surfaces no longer strip toughness completely stacking Toughness might be even preferable to stacking HP. In the end though virtually any combination of the two will do the trick, either if you stack all toughness, all HP or any mix of them - whichever works best for you. While right now we might recommend stacking more toughness than HP, you will not go wrong either way."
I tried stacking health but hated it, switch back to all toughness. Ogryn can regen toughness so much easier, and they are percentage based regen, so the more toughness you have, the more efficient his kit becomes. More toughness also gives Ogryn much better protection against his worst opponents: ranged gunners.
Hey everyone.
Sorry, showed the wrong talent build in the video. Correct one is here:
darktide.gameslantern.com/builds/9af88d8c-4e27-469d-ab20-00a955572103/unwavering-bastion-2
It'll also be found in the description.
Thanks @Craaaaabs for letting me know!
The build you linked here is also different from the one in the video lol. The build you linked uses the Mk VII Twin Linked Heavy Stubber.
I can't make a build link for every different weapon loadout, so it's mainly just here for the talents. Otherwise I'd have over hundreds of links I'd have to manage..
@@xstreamdray makes sense sorry bro. Love your content.
No apologies necessary! Thanks for the support!
they didnt rework it....
it has the exact same attack animations and damage.....
why did youmake this what changes are their i see literally no difference on my ogryn...
Powerful build, thanks for sharing!
Glad you like it!
I had no idea that the Slab Shield was reworked, along with many of the pre-existing weapons only knew of Bolter and Lasguns changes
They essentially reworked some of the armor damage modifiers so that you more or less will see the same damage numbers no matter what type of enemy you're hitting. It still takes a while, but it no longer takes forever just to kill a single Crusher, and Muties also take more damage.
Long story short, a much more well-rounded weapon now in terms of damage profile.
@@xstreamdray When was this rework?
@@xstreamdray this is wonderful news.
Love branx pickaxe but im getting tired of being shot to pieces
Yeah when the fuck did they do this??
I'd like to know when too (Darktide is known for ninja edits in their patches) but it seems recent, so it's gotta be recent patches. All I know is when you inspect your Shield, the Carapace damage value was much lower, but now it's got a similar damage profile to anything else.
Nice! Did notice the build at the start differs from the one in the gameplay. Heavy hitter is changed to Feel no pain
Oh my, I showed the wrong build in the video, sorry! I'll put the correct build link in the description and write a pinned comment so others can see.
Thanks so much for notifying me!
@@xstreamdray The link in the description uses the big boi grenade. You're using the rock in the video. Lol.
Oh darn it!
It's correct this time, I swear! Sorry for the blunders, was occupied at the time! 😖
The fucking plasma gun pisses me off so much with a recoil glitch, if you hipfire swap to melee your looking at the ceiling
Wait I haven't played with the Plasma Gun in forever.. That was never a problem before. Their new patches introduced that glitch to the Plasma Gun!?
Ogryn is the best! Trust emprah always us slabs do!
bots would be better if they were like lfd and just made them the defaut characters/class in this case,instead we get a default vet
I didn't know the shield was reworked.
It's so hard for me to not use the kickback. Why this gun? I played around with it and always go back to the kickback.
They essentially reworked some of the armor damage modifiers so that you more or less will see the same damage numbers no matter what type of enemy you're hitting. It still takes a while, but it no longer takes forever just to kill a single Crusher, and Muties also take more damage.
Long story short, a much more well-rounded weapon now in terms of damage profile.
The Rippergun is one of the best when you're either playing Duo/Solo, overrun by trash mobs with special enemies pouring in. You can take down multiple specials before having to reload, and each elimination only takes 1-2 bursts. Kickback is good when you're.. Kicking back behind cover (pun intended) and just gunning ranged enemies back, not ideal when you have to handle 5 specials when the horde is on top of you.
How do you use that one top to bottom attack without side to side?
Block to reset animation. It's called block cancelling.
@@xstreamdray me: 300 hours in
Darktide mechanics: GOOOOOD MORNING VIETNAAAAM
I know H1 spam is better, but I just love H2 so much. Maybe it's Chivalry: Deadlliest Warrior nostalgia.
Used to play Chivalry 1 myself too, ah the nostalgia!
H2 has its uses but only agains trash hordes
Yup we can afford to be lazy if it's only trash mobs.
Being killed by a flamer while being grabbed by a boss or mutie, OK fair game I guess since it's an aoe.
But being killed by a gunner while being grabbed by a boss should not be a thing...
Or it should damage other enemies like it did on Vermintide, ChocoB used the ratling gunners to thin the horde with them in his old vids
It wasn't a thing before. Chaos Spawn, Mutie grabs, or BoN swallows used to turned off enemies attacks. If you were temporarily incapacitated by any of these attacks, every other enemy stops attacking you. Somewhere down the line, an update broke this, so these grabs can be instant death even at full health.
Unfortunately, considering the enemy's audio cues have been broken for half a year (fixed for 1 week and broken by a hot fix immediately after), this issue likely isn't going to be fixed any time soon.
These anti fun bugs will kill the game if they are not solved because you can't do anything to avoid it since dodges and blocks sometimes don't work as shown multiple times in your videos and Telopots videos.
Absolutely agree with you. When I lose, I want it to happen due to my own mistakes, not being robbed.
I don't even care if they add nothing new in the game and just fix all the existing problems such as silent enemies, weapons not swapping, etc... List is too long.
There's a very real threat that Space Marines 2 will absolutely demolish this game too. We can only hope Fatshark gets their shit together.
I think "rework" is abit of a wrong term to use in a case where they just change values in term of stats, maybe balance change would have been better ;D I was excited for some new gameplay mechanics when it said "rework" haha
Sorry to have disappointed you! Although the change is pretty huge imo as we're going from tickling Crushers to crushing them now!
how are you spamming the first heavy attack and reseting it without going to the vanguard heavy 2 attack ?
Block cancelling!
@@xstreamdrayhow you do block canceling I’m new to the game
Block after an attack to reset the combo.
Although ewwww with the charge and shield. Slabs always shout loudest! Get behind me all the way!
Feel no pain is bugged right now stop using it. Also you spec into rush not bleed charge while running the damage reduction??? Are you not aware that with a pack of bleeding crushers you can eat 3 overhrads before toughness breaks
Feel No Pain has been fixed already. That said, it's not that good on anything other than the Shield.
Trample gives you more damage against meatier targets (which helps the shield immensely) while Pulverize is more defense oriented thanks to Delight in Destruction. Most weapons are better off with Pulverize to defend against gunners but it's not necessary for the Shield, so you can absolutely take Trample. Either works, though.
What was the rework?
I can't find patch notes regarding this but inspect your shield and look at the Carapace damage value. What was once a pitifully low value is now a similar damage number to every other armor type. You just hit Crushers a lot harder now instead of tickling them.
Lol my dude its not a bad vid but i think you should delete and remake it. Looks hella sloppy just making a comment for a lightly edited gameplay build vid. Not sure i agree with the all toughness either given a health curio on ogryn is very much wprth it takes you too the point you can eat 3 overheads on toughness with damage reduc and still have a snipers worth of hp left
What would you suggest editing? This game has next to no short form scene because making kill montages like it's Call of Duty makes no sense. I'm all ears if you have some editing ideas.
Also, if you're wondering whether HP or toughness is more suitable for Ogryns, an excerpt from the Ogrynomicon guide analyzes the differences pretty well:
"HP or Toughness? HP gives a bigger numerical advantage, as each 1% gives us 3HP to our total, making Ogryn capable of reaching astonishing, 500HP or more. This is huge for a lot of reasons. First, this means that even at half health you likely will have the same or even more HP than completely untouched teammates. Second, a lot of Corruption DMG is either flat number or % of the damage dealt, meaning that is is very rare for a HP stacked Ogryn to ever lose a single wound to corruption alone.
The most common argument against HP stacking is that HP ogryns will suckle a single medipack dry alone - which is true, but also means that the Ogryn in question was a BAD Ogryn, because grithy HP loaded Oggs should never stand in the healing mist longer than they need, usually healing just a bit if they even feel they need it - lots of good players would either avoid the healing area at least until
lil’uns get their fill to scrounge up the last whiffs for themselves. As it should be. Additionally huge HP pool makes you extremely durable to attacks that bust through toughness with full spillover to health - like devastating Crushers or Maulers overhead or Sniper Shots, which, thanks to you excessive girth of HP, are hardly a big issue to tank, letting you swallow multiple such hits without going down.
Toughness on the other hand cannot be stacked to such ludicrous proportions, but at the same time offers much more overall durability through the match - partly because Ogryns have outrageous capabilities in stacking Toughness Damage Resistance, up to hilarious 60% baseline, making each point of toughness so much more than it seems on paper, with 200 toughness acting often like 300/400 effective toughness due to the resistances.
Toughness is also much easier to regenerate and thanks to talents that give us back a percentage of total toughness on heavy hit - a big one too - the more toughness we have, the bigger gains we can enjoy from these talents. Now that Fire surfaces no longer strip toughness completely stacking Toughness might be even preferable to stacking HP.
In the end though virtually any combination of the two will do the trick, either if you stack all toughness, all HP or any mix of them - whichever works best for you. While right now we might recommend stacking more toughness than HP, you will not go wrong either way."
I tried stacking health but hated it, switch back to all toughness.
Ogryn can regen toughness so much easier, and they are percentage based regen, so the more toughness you have, the more efficient his kit becomes.
More toughness also gives Ogryn much better protection against his worst opponents: ranged gunners.
Yeah I'm a toughness enjoyer too!